Discussion: A Balancing Act

To confirm it was definitely tactics and execution:

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Fight was actually fun too, rather than something that I just “had to get through”. Purposely didn’t change gear or weapons, just tweaked the build a little…

please stay ontopic Guys

I think Broc accidently posted in the wrong one. This happened to me twice yesterday, and I had to remove them.

So you expect forcing them to comply and bring healers will improve overall customer satisfaction?
I’m not sure about this.
Other games did it an primary speeded up customer turnaround.

Okay, maybe my assumption, that ingame chat and discord, etc. reflects forum preferences was premature.
I can’t remember ever having heard or read about the wish to play a healer, seldom about the overpowered hammers, a bit more often about the requirement to bring a KSR as a DD in a dungeon, and by far the most frequent complaint was “where’s the new content?”
Which fits well with the reappearance of many players to take part in events.

I don’t expect it to.
But it mitigates my ulcer problem. :woozy_face:

You are totally right, it requires more man-hours.
But not from your software engineers, but your game & level designers, graphic artists and voice actors, so no additional bottleneck here.
(Well, maybe, depending on other projects).

I’ll bite

To be fair there releasing penthouse with this patch. Whether you consider it new or not is up to your definition of new.

SA was new regardless of your definition. It took 3 hours to complete a lot of time and resources to produce and a lot of negative feedback.

A balance patch is promising because it actually gives some hope to future “content”. That will likely be the return of missing raids and dungeons (one can hope). I have a feeling this will also not meet your expectations though sadly.

Their have been massive discussions on balance as it pertains to sustain tanking, healing and the divide between KSR and other weapons. A simple search will yield days of reading.

Don’t get me wrong this games story is beautiful but I think you overestimate the gains and underestimate the amount of resources involved in making something that won’t be a huge disappointment.

A balance patch is a good thing in and of itself. Even if we never get any additional content, making the stuff we do have suck a lot less is an obvious win :v:

Well, let’s agree to disagree.
None of my toons uses any of the op weapons, and one the (probably) most buffed one, and still I see no advantage in “balancing”.
Since there’s no real PVP and I can chose the difficulty of the dungeons, I fail to see where balancing makes any difference.

If that’s so (hope for new content) I’m all go for this patch - I just can’t see how balancing could be a requirement for new content, even when reintroducing some old, very special dungeons (which I don’t know, so I can’t tell).

I could imagine that dungeons from a very early version of the game, where it might lack porting abilities or something like that, might require more tweaking.
I also can’t tell how much thought the devs of TWL spend on modularity, backward compatibility and reuseability, and what tools exist of editing levels, but some other, older games publish several new maps and dungeons every year or allow the players to create own content, and SWL is young enough to implement all this concepts and options.
So I would be quite surprised if there would be no option to employ some intern to upgrade the old dungeons or some graphic artist or game design student to create new content according to the lead designers directions.
But yes, it might be otherwise.

I will never agree to that.

The current endgame is really grindy and kind of dull since almost everyone is playing one of two builds. Doing anything to improve this situation (in this case increasing build variety, bringing back healers and giving us an extra 7 levels of content so we’re not just dunking on e10 forever) is a positive change. Maybe if people like it and spend more money then we’ll get some content, maybe not - but it’s better than doing nothing, which is the only other option.

well they introduce more grind. now if you want to fulfill all roles at the very least you need role specific weapon and 6-7 more talis to play all roles. Add da grind on top of that.

But y any change is better than no change. The thing is these changes wont make combat fun it is still dull keyboard smashing, with most weapons not having even some sort of rotation or synergy like eso or combos. And these changes, wont help pvp either as ar is still best.

Tanks were broken - id say no, healers and dps were. bringing back trinity wont help this game without actual content nor bring people back. and no people no money, no money no content

my opinion, they will make people wait more time in the q and i would rather finally bring old content back than spent time on things most people were not asking as making balance in this game will require full weapon redesign and hella lot of thinking

[citation needed]

Hey, is this the point where we dig up the salt against sustain tanking and KSR that can be found all over those here forums? =D

This. After spending the most of my gaming time in a non-trinity game for the last year, I would go so far and say that the trinity is a pox.

not official, but it shows picture Poll: What ONE thing would increase your activity in SWL?

and, y i understand adding new zone is a lot more efforts than playing with excel and changing damage numbers.

Statistics as valuable as they might seem can also be very misleading. Since I started the poll I just point out a few key factors.

Though I advertised the poll extensively it was targetted at the current player base. I’m sure it reached some that no longer play but for the most part if your already playing SWL is a rebalance really going to increase your playtime over a new raid? Therefore I can see why that was not a popular option.

Now will this rebalance bring players back or prevent existing players from leaving due to frustrations with the current extremely static state of build diversity and playstyle? Personally yes I think it will. In fact already many players have returned that I haven’t seen in months or years.

Unfortunately people are short sighted. They would rather consume a new zone in a week or two, complain it’s garbage and to short, quit the game and go pretend to have a useful opinion somewhere else. The same can be said for a raid.

Lemme use an example:
1.) They bring back all the missing dungeons and raids. Exciting RIGHT!? Well maybe till you realise they can all be sustain tanked the same as before and optimally completed with a full group of KSR DPS.

What’s actually new in this scenario other then a change of landscape and dialogue?

Point is not what people asked for (because most people are greedy and want results before considering the steps to produce a quality product). The point is that this balance pass increases the value and enjoyment of any future content 10 fold, and yes I’m optimistic that if there willing to start focusing on balance then future content is also on the menu.

you give nice points, but ksr tanking is possible because youre doing e10 content with e17 gear. Add agents boost on top and you have to have specific talis to get right speed.

Adding any new content will show they have resources to work on game and if this pipeline would be stable and consistent over time people definitely will come back. Would many return because of combat weapon change which is honestly boring as it was. Maybe yes, but i think probably no.

If content is not added on regular basis population will drop. If content is very limited like we have one raid and same five donjons people will get bored and quit. This game greatly suffers from lack of pvp and content diversity

As for zones and complains it is same as with any content. People will rush through it, and complains about sa zone are well given. Animations and design were even worse than egypt.

and good ol ksr dps, problem lies in zero balancing and poor weapon design. And now balance is even worse than during swl launch

Getting a balance patch does not mean that new content will come easier. Just take a look at the patch notes from january 2018…

This was a great incentive from the devs to increase players/playtime, but they never really took proper advantage of it. When was the last time we had such event, and how many have we had total?
A very long time ago, and not very many.

The extra 7 levels is good for those who already played a lot and upgraded their gear to max – or just want a challenge. It won’t give any extra options for those of slightly less IP. It will, however, reduce the pool of players available to run our current elite levels.

The compacting of several Elite levels into one group is a good choice, but have zero effect when you also add new groups and elite levels. Still same end result as now.

Rebalancing weapons, and particularly one, is a good idea – and has been long overdue. Still, the impact will be less that some might think. Yes, the KSR should now do ‘normal’ damage, but that doesn’t mean people will switch weapons.

I think they will still keep their weapons because A) it should still do damage equal to other weapons, B) leveling a new weapon takes way too much time and effort, and C) they already know how to use the AR rotation, so why switch to something they don’t know.

I’m only going to give my own two cents on a couple of points and not all of it, keeping in mind it is personal opinion, like most everything said here:

It will not reduce the pool of players available for a given elite levels, it may assuming the rule of “what’s the fastest/most difficult elite level I can run and still see it as profitable” does not hold after the rebalance goes live.

People have stated time and again from their experience in beta that the grind has been made better, from which we can infer it will be less difficult/painful to level new weapons/talis.

Finally, just because people know how to use one rota does not mean they are not ready to learn another one that might be less boring for them. It’s not as if that were difficult, especially if it’s fed to you by people who use their brain to figure out good rotas. And I’m saying that as a slack player who waits for people to tell me what rota is good. Honestly, changing your rota is easy, and you should already be doing it somewhat depending on what you’re running (don’t tell me you’re using the same rota in OD than in DA than in dungeons).