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  1. #1
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    732
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    [QUOTE=Berethos;5372948]I assume this would be via some sort of tiered change that kicks in at certain levels but doesn't apply past that?[quote]
    It could be tiered or extrapolated at each level for a more continuous change. It depends partially on what's easier to code, which only SE knows.

    Having 10%, 15%, and 10% again at end-game just to have them last longer would necessitate quite a bit more rebalancing of content past when Gladiator is relevant.
    I don't think I understand what you're saying here. Values should only increase with level, not jump back and forth.

    Which, in trying to solve one issue you've introduced another, in that now the person who levels Gladiator has to remember that the same abilities that did 20% for 20 seconds, etc., now do half that for double the duration (questionable use at that level, not sure when you'd need cool downs that last that long, 10% or otherwise) but only in a certain level range, and potentially adjust accordingly, introducing a wrinkle into learning their job that only exists in a specific scenario that isn't even relevant to end-game?
    Skill durations aren't changing, the longer duration comes from the PLD having more defense skills than GLA. PLD with halved or thirded effectiveness Rampart, Sentinel, Sheltron vs GLA with normal Rampart for example.

    Sure, the numbers look like they work on paper. Consider how that would feel to actually play - not so simple to solve, now is it?
    That's why I didn't change duration. It's harder to feel the reduced effectiveness of the mitigation skills than a change in effect length, especially if those reductions are only imposed in specific content. A PLD with reduced skill effectiveness would just play normally.
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  2. #2
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by PyurBlue View Post
    Skill durations aren't changing, the longer duration comes from the PLD having more defense skills than GLA. PLD with halved or thirded effectiveness Rampart, Sentinel, Sheltron vs GLA with normal Rampart for example.


    Your clarification here makes what you said previously make more sense in terms of the duration - the way I read it before it sounded like you were meaning the duration of all skills when combined, but rather on a per skill basis.

    That being said - I still don't think it would feel good to play, assuming I'm understanding your suggestion here, that when playing on Paladin and being below a certain level, the damage reduction amount would be reduced to account for having more skills to use versus a Gladiator?

    So Paladin would have Rampart, Sentinel, etc., which would last the same length, but do less damage reduction (like 10%, 15% below a certain level? And Gladiator's would do the normal intended amount, also at the same duration?

    So assuming that is the correct interpretation...you still have the issue that you're asking the Paladin to play differently to survive the same packs...as it's ultimately the duration of the cooldown is only a portion of the consideration of when to use it, and honestly it's not at all the main consideration. Rampart is ultimately used not because it has a 20 second duration, but because it has a 20% damage reduction - that's the case in a trash pull and versus a tank buster. Most trash pulls at lower levels aren't going to benefit from being able to use more cooldowns in succession.

    Instead it would almost certainly result in the Paladin feeling like they need to stack those cooldowns to achieve the same or similar damage reduction they had when they were lower level or they would feel squishier as a tank than the tank that comes in as a Gladiator with just a couple that do their intended full amount...which would still result in a different in how the job is played at higher levels, when the defensive cooldowns do their intended amount. You still end up introducing variations in how the job plays that make going into lower level content as a higher level player feel less good.

    Your assumption that, in a same size pull, a Gladiator with a 20% Rampart and a numbers-synced Paladin with a 10% Rampart are both only go to press Rampart is faulty. The Paladin is, almost certainly, going to press an additional skill alongside that Rampart so they feel like the pull is like it was a Gladiator with a 20% Rampart.

    That doesn't sound like it would be much fun to deal with, even if (again) the numbers look good on paper. I'd be having to press more buttons for the same effect, just because I'm a higher level going into a lower level dungeon.

    In what gaming world does that sound fun?
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    Last edited by Berethos; 06-29-2020 at 03:13 AM.