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#41
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How did this become a discussion about how to program class balance?
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#42
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#43
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Shooting an arrow and clicking circlet in between server ticks was gr8.
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#44
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Actual good balance in game design would be taking a wide number of different properties and combining them such that it resembles a complex algebraic equation. Something like "Rangers have abilities of 2b(3a + 4z +5y)" and that's just about as good as "Shadowknights who have abilities of (3k * 5h) + (2g * 3s)". Quote:
The example in this quote is just balance in a simplistic manner. This example does already begin to show diversity, though. If one class could "do 100 damage per second", they would be more or less useful in different scenarios than another class who can "do 50 damage per second and take 50 less damage per second". There are way more variables and mechanics that a game should have, though. For a game like this, you should have to consider Ranged damage, AoE damage, interrupts, shutdown, stuns/knockdowns, snares/roots, energy denial, stances, enchantments, conditions, hexes, "spike damage" vs. "pressure damage", movement speed increases. There are SO many things that can go into it, both offensively and defensively. So, once again, Everquest could have FAR more balance and FAR more diversity. Just because Everquest is better than WoW, that doesn't mean it is anywhere close to being the best product possible.
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#45
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There is no limit on think time neither, but it seems your brain capacity prevents that.
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#46
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I can also add - take StarCraft a brilliant example of balanced yet completely different sides. Here is some diversity for you.
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#48
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#49
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#50
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I think it's time for sunshine and hugs!
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