Class balancing and potion/food cooldowns
Posted: Wed Aug 03, 2016 12:32 am
I think that we need to discuss how potions are used and the effect it has on class balancing. I made a post in the thread about Cavaliers in the class/race forum on this topic (here: viewtopic.php?f=11&t=7&start=20#p3879) so apologies if I am repeating myself for some people (and some of this post is taken from there).
I think the short potion cool-down and long food/drink cool-down has some unintended consequences for the game. Killing mobs (grinding) or pking is the primary leveling/game mechanic, pots are cheap and you are expected to use them endlessly. This means that a ninja/slayer has high damage output and an almost endless health pool. I discussed this issue in guild chat and the point was raised that PKing often came down to exhausting an opponents potions, or if you both exhaust potions at the same time then its a roll of the die to see who wins.
On the other hand, food and drink have extremely long cool downs. Making healing during combat with potions even more convenient.
The focus in RoK was always on an idea of solo leveling (set up macros, go and serve your time) to work towards an end game, primarily OaDs and social aspects. Looking at the current classes, the ones that should be the most 'solo-able' should be druids, necros, rangers (the pet classes). Some classes should probably be a bit harder to level just by their nature. For example, clerics might rely more on grouping that others. Other classes, like bards, clerics and druids, can offer some benefits outside of combat as well (I think EverQuest was a great example of this with druid portals etc).
Ultimately, a knight should be looking to group with damage and healing to level effectively. I know this is kind of MMO mechanics 101 but I really think some of the basic balancing of tank, damage, support and utility could improve gameplay. The shared group exp has already improved this game beyond RoK in my opinion. People don't play an online game to sit alone and hit f1, f2 , f3 etc. If we can now limit the use of potions, glass cannons will have to seriously consider how they approach mobs and the support classes (tanks and healers) will become a real presence in the game.
The problem that follows is that the costs for healers rises really quickly, as they are expected to heal a lot more. I think the way to tackle this is either with a meditate type skill (mana regen when not interrupted) or to decrease cool-down on food/drinks and consider pricing going forward.
So in short: if potions have a 10 second cool down and food/drink has effectively none, classes will immediately be more balanced due to the limit it places on the effective health pool of the 'glass cannons'.
I think the short potion cool-down and long food/drink cool-down has some unintended consequences for the game. Killing mobs (grinding) or pking is the primary leveling/game mechanic, pots are cheap and you are expected to use them endlessly. This means that a ninja/slayer has high damage output and an almost endless health pool. I discussed this issue in guild chat and the point was raised that PKing often came down to exhausting an opponents potions, or if you both exhaust potions at the same time then its a roll of the die to see who wins.
On the other hand, food and drink have extremely long cool downs. Making healing during combat with potions even more convenient.
The focus in RoK was always on an idea of solo leveling (set up macros, go and serve your time) to work towards an end game, primarily OaDs and social aspects. Looking at the current classes, the ones that should be the most 'solo-able' should be druids, necros, rangers (the pet classes). Some classes should probably be a bit harder to level just by their nature. For example, clerics might rely more on grouping that others. Other classes, like bards, clerics and druids, can offer some benefits outside of combat as well (I think EverQuest was a great example of this with druid portals etc).
Ultimately, a knight should be looking to group with damage and healing to level effectively. I know this is kind of MMO mechanics 101 but I really think some of the basic balancing of tank, damage, support and utility could improve gameplay. The shared group exp has already improved this game beyond RoK in my opinion. People don't play an online game to sit alone and hit f1, f2 , f3 etc. If we can now limit the use of potions, glass cannons will have to seriously consider how they approach mobs and the support classes (tanks and healers) will become a real presence in the game.
The problem that follows is that the costs for healers rises really quickly, as they are expected to heal a lot more. I think the way to tackle this is either with a meditate type skill (mana regen when not interrupted) or to decrease cool-down on food/drinks and consider pricing going forward.
So in short: if potions have a 10 second cool down and food/drink has effectively none, classes will immediately be more balanced due to the limit it places on the effective health pool of the 'glass cannons'.