Remove the damage/defense multiplier w/level difference

Destian Profile Options #81

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Lorerai on 03/26/2012, 11:55 AM - view
Reach level cap, np there.


And in the meantime, do absolutely nothing with your friends/guildies?

Considering how much more fun it is to do things with other players and how bland Tera can be solo, this is a TERRIBLE idea...
Edited by: Destian about 1 year ago
Sanizy Profile Options #82

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The problem I've had with the multiplier in PvE is when there are 2 alternate areas.

I'll lvl through the first area fine with a decent challenge, but when I move on to the second area i'm 2-3 lvls above all the mobs. That's when the multiplier trivializes the content even while playing solo.
Destian Profile Options #83

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Sanizy on 03/26/2012, 12:00 PM - view
The problem I've had with the multiplier in PvE is when there are 2 alternate areas.

I'll lvl through the first area fine with a decent challenge, but when I move on to the second area i'm 2-3 lvls above all the mobs. That's when the multiplier trivializes the content even while playing solo.


Agreed.

It sucks for PvE and PvP alike to have 2 levels make such a massive difference in difficulty.
coax Profile Options #84

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Destian on 03/26/2012, 11:58 AM - view
coax on 03/26/2012, 11:51 AM
why is it so important to things to be "fair" when your lower? they were never fair to begin with.


That's just it: they're ALREADY not fair due to higher stats, better gear, more skills and more glyph points.

They don't ALSO need to pile a massive multiplier on top of that.


i guess?

whats better then, on look you died instantly from getting hit for 5k damage.

or

on look you died instantly from getting hit for 1 mil damage?

ive seen games that have linear progression, you get better but in a manageable way that is slow. no multipliers or any such madness. but it really didnt help anyways.

in TOR your HP scales to your group for battlegrounds. guess what you lack the skills everybody else has anyways and you get stomped.

what would you prefer? kill the games progression for "fairness" or sticking with what has worked in every major MMO ever?

i can think of games with FANTASTIC pvp that die out in a few months. the game is almost PURE skill but they dont get the same following as MMOs with progression bases systems.

i wonder why that is......

point is if you are higher you will have the upper hand regardless. the solution is to lvl. it always has been. if i die to a ganker i think "crap i need to lvl more and kick that Fers [filtered]" not "curse you lvl based multiplier! you are the bane of my existence!"
Edited by: coax about 1 year ago
Keyral Profile Options #85

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Neutral
Kiros Lvl.60
Mount Tyrannas (PVP)
Popori Sorcerer
If you are a higher level than your guild members and you want to do content with them.... Then do content with them.....WTF is stopping you??? The fact that you no longer need those quests? The fact that they might get a little less exp killing mobs but they would get the same exp from the quests so just power level them....

What you are saying destian is that either you are the type of [filtered] that will only help out when you get something out of it or you have a bunch of [filtered] friends that will only help you out when they need something..

My advice is be a better friend or get better friends.

Oh and destian wtf do you even care about PVP for you said it yourself you will only do PVE
Edited by: Keyral about 1 year ago
Destian Profile Options #86

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coax on 03/26/2012, 12:04 PM - view
what would you prefer? kill the games progression for "fairness" or sticking with what has worked in every major MMO ever?


Uh, Tera is the ONLY MMO I've ever seen where 2 levels makes this much of a difference in both PvE and PvP.

I have NEVER seen an MMO before Tera that uses this multiplication garbage, ever.
coax Profile Options #87

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Destian on 03/26/2012, 12:05 PM - view
coax on 03/26/2012, 12:04 PM
what would you prefer? kill the games progression for "fairness" or sticking with what has worked in every major MMO ever?


Uh, Tera is the ONLY MMO I've ever seen where 2 levels makes this much of a difference in both PvE and PvP.

I have NEVER seen an MMO before Tera that uses this multiplication garbage, ever.


wow had scaling based on lvls. as do a few others ive played. where have you been these last couple of years?

edit: hardly matters. point is trading a 80% disadvantage for a 30% disadvantage doesnt do anything for you if you end up dead anyways.

every MMO with a lvling system ever: get to endgame and remove that factor so you can focus more on the more skill based gameplay.

my plan? get to endgame. :/
Edited by: coax about 1 year ago
FollowTheDuck Profile Options #88

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Destian on 03/25/2012, 10:50 PM - view
As you may or may not know, there's a damage/defense multiplier in Tera whenever a level difference is present.

If you don't know what I mean, go back to Isle of Dawn as a level 20 and use a single basic attack on a level 2 mob. You'll notice that you just hit it for 100,000 damage or so, even though your attack does nowhere near that kind of damage on any mob your level or near it (the treasure chests in this beta also provided an excellent demonstration as you probably hit them for 100k+ damage).

This also works in reverse: the damage done by that level 2 mob would face a multiplier on your defensive stat. This is also true for player vs. player attacks AND, oddly enough, HEALING (you heal players below you in level for more and vice versa on higher levels).

There are two colossal problems with this system as it stands:

1. Fun, challenging content becomes trivial after outleveling it by only 2-3 levels.

Here is what the progression for a player looks like when fighting a level 20 basilisk:

Player level : Basilisk difficulty
15 : Almost impossible
16 : Almost impossible
17 : Almost impossible
18 : Difficult but doable
19 : Definitely doable
20 : Intended level and challenge
21 : Easier than 20, allows for many more mistakes
22 : Far easier
23 : Trivially easy: attacks hit for far less than they did at 20 and the basilisk takes FAR more damage

The problem with this setup is simple: groups of friends often level at different speeds and tend to have a level deviation. Because of this, running SB with 5 players, four level 20s and one 24 makes it an immediately trivial experience because the level 24 will damage enemies much faster and take far less damage as well. You can't take a higher level into the instance without it suddenly becoming far too simple to really enjoy it.

2. It makes a player 6 levels higher into a raid boss.

I have no idea why BHS went out of their way to ensure that Tera focuses so much on skill in combat, then added the level multiplier system to ensure skill was almost hopelessly outmatched against raw numbers. A level 20 can beat a level 26 if A) the level 20 never messes up once B) the level 26 has no lock-on skills which are almost impossible to mess up with.

Levels already do enough for players: they raise the player's damage potential through stats, access to better gear and access to more powerful skills. This means that skill should >>>>>>>> levels and gear, but that's sadly not the case as it stands.

We don't need an artificial damage/defense multiplier on top of an otherwise fantastic combat system. It ensures that content becomes trivial far sooner than it should be and that PvP combat becomes a joke when the level difference is larger than 2-3 levels.


My favorite part about this thread is that TERA was originally much more difficult and was dumbed down and made soloable from 1 - Max lvl. Why did this happen? Because people are more sick of having to level to max level than they are worried about game balance through all the levels.

These changes were made after many many beta tests and feedback from several countries and all of them amounted to the same result including the majority of the NA feedback.

Personally I feel mostly the same way. I just want to be max level so I can focus on the rest of the game play and game dynamics, so really I couldn't care less about the scaling in this game from 1 - Max lvl. I follow the quests and level up and find I'm always at the place I need to be at the level I need to be at. Funny how that works, almost like there is a planned progression to the game.

Regarding the massive scaling difference in gear due to level: Live with it. The game is about to go live in NA and I doubt you'll get support to delay the game til next year just so they can properly rebalance the entire content just to tighten the gear scaling by 2-3 levels of difference from where it is now.
Imral Profile Options #89

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The damage and defense multiplier is applied between two entities in relation to each other. The multiplier won't even appear in the end-game if all parties (players, mobs, bosses, etc.) involved in any given fight are the same level.

Therefore, removing this multiplier in the game code would not require the developers to "re-balance the entire game." Please do not muddy the argument with your slipshod reasoning simply because you prefer the sick pleasure of one-shotting newbies who wander into your line of sight.

En Masse / Blue Hole, please remove this ridiculous modifier. The King of the Hill should be he with the most skill, not he who simply has three levels on everyone else.

Garzahd Profile Options #90

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Imral on 03/26/2012, 12:11 PM - view
The damage and defense multiplier is applied between two entities in relation to each other. The multiplier won't even appear in the end-game if all parties (players, mobs, bosses, etc.) involved in any given fight are the same level.

Therefore, removing this multiplier in the game code would not require the developers to "re-balance the entire game." Please do not muddy the argument with your slipshod reasoning simply because you prefer the sick pleasure of one-shotting newbies who wander into your line of sight.

En Masse / Blue Hole, please remove this ridiculous modifier. The King of the Hill should be he with the most skill, not he who simply has three levels on everyone else.



Quoted for truth.