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Rule of Three 14 NOV 2011...
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<blockquote data-quote="keterys" data-source="post: 5730649" data-attributes="member: 43019"><p>Part of the problem is the variance. I know level 8 defenders that do 10 damage and ones that do 25. Strikers that do 15 and ones that do 40. Some of that is base design, not just optimization.</p><p></p><p>Personally, I agree that damage numbers should be closer, but I disagree that striker shouldn't be a role. I'd actually go the other direction a little. Make role matter, but matter less strongly...</p><p></p><p>Defender: Has higher defenses and redirects attacks away from allies</p><p>Healer: Removes damage taken and brings allies back into the fray</p><p>Striker: Damages single enemies quickly</p><p>Blaster: Damages multiple enemies</p><p></p><p>And as long as your baseline were a lot closer than today, it'd work out... a group could look at their options and go "Well, a blaster would make us better against groups of enemies, a striker would give monsters less actions, the healer would give the other team mates more turns to act, and the defender would make the monsters less effective at taking away turns... let's say each of those was only like a 25% difference, though.</p><p></p><p>So your rogue might do 25 damage compared to the 20 damage from the cleric, and the wizard might have the option to do 20, but prefer to do 15 to 2 targets. Long as the defender and healer mechanics aren't overpowering compared to a 25% damage difference, you're in good shape.</p><p></p><p>And yeah, I removed controller. They never settled on a controller class feature and overboard control makes the game less fun (on either side). So don't make it the entire point of a class - let everyone have their forced movement, their dazes, etc, but don't make an area burst stun or sleep or whatever their primary contribution to the fight, swinging entire encounters based on that effectiveness.</p></blockquote><p></p>
[QUOTE="keterys, post: 5730649, member: 43019"] Part of the problem is the variance. I know level 8 defenders that do 10 damage and ones that do 25. Strikers that do 15 and ones that do 40. Some of that is base design, not just optimization. Personally, I agree that damage numbers should be closer, but I disagree that striker shouldn't be a role. I'd actually go the other direction a little. Make role matter, but matter less strongly... Defender: Has higher defenses and redirects attacks away from allies Healer: Removes damage taken and brings allies back into the fray Striker: Damages single enemies quickly Blaster: Damages multiple enemies And as long as your baseline were a lot closer than today, it'd work out... a group could look at their options and go "Well, a blaster would make us better against groups of enemies, a striker would give monsters less actions, the healer would give the other team mates more turns to act, and the defender would make the monsters less effective at taking away turns... let's say each of those was only like a 25% difference, though. So your rogue might do 25 damage compared to the 20 damage from the cleric, and the wizard might have the option to do 20, but prefer to do 15 to 2 targets. Long as the defender and healer mechanics aren't overpowering compared to a 25% damage difference, you're in good shape. And yeah, I removed controller. They never settled on a controller class feature and overboard control makes the game less fun (on either side). So don't make it the entire point of a class - let everyone have their forced movement, their dazes, etc, but don't make an area burst stun or sleep or whatever their primary contribution to the fight, swinging entire encounters based on that effectiveness. [/QUOTE]
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