Pikeman Archive
Thread: So.. what exactly is wrong with Stacking Defenses?
As of right now, those who have good defenses due to dedicating their character to it can have good, long battles with other characters similar in build. When we run into someone who is say a doc, or a ranger or whatever, we tend to slaughter them. BUT WHY IS THIS CONSIDERED UNBALANCED? We SHOULD be able to beat them, we CHOSE to make a solid combat character. YOU chose to make a character with other skills, you CHOSE to go overt and you engaged me in combat. Deal with it. So you lost a fight. Waah Waah go complain, OR go do the same and make a combat character, come find me when youre done and we'll fight.
Sorry, dissagree here.
All 250 sp of mine are spent on combat professions (commando, pike, brawler)
I played against amin/maxer multiple times, and each time not one single person in the 10 man group I was with who used a weaponwas able to hit this person. Why? Stacked defenses. His defenses were so high that he told me "Not many people can hit me. You have to be lucky"
I agree with Gunman. You can have 250 skill points invested in combat and go up against a pistoleer/fencer/tka and lose hands-down. We as Pikemen currently need to stack defenses from other professions to be almost equivalent as other professions without stacking...but you feel something is wrong when you watch one unarmored player take out every NPC and overt player in the Imperial Outpost, and then fend off every attack against him from waves of overt imps and as you watch, you notice he only gets hit a few times total in about 25 minutes of fighting.
antares
master pikeman
The only way people can defend THAT many hits is with Dodge or Counterattack.
Remove THAT part and youll see what Im saying.
I know this to be true because Im a Pikeman. We still get hit. Remove their Dodge/Counterattack insanity, and theyre just like us.
Well, it is the same with very high melee/ranged defenses, too. The bad part about removing this stacking is that there are professions (Pikeman, Swordsman) that are very lacking on defenses. We can hope that during the combat passes, these inequities will be straightened out, and we'll have advantages even if we have low defenses
antares
master pikeman
This is an excellent point, and I too see how it seems unreasonable to compare a tailor/pikeMan to a TKA/Fencer/Rifleman template. However there are some unbalancein all thisas Gunman21 states:
daymeeuhn wrote:
WHY is it someone with one combat profession should have the exact same combat skill as someone who has THREE.
Gunman21wrote:
Now, with templates like that running around, it doesn't matter how many sp you have spent into combat professions, the min/maxers are always going to have advantages that the regular players wont, and that is not the way to balance the game.
The unbalance does, as Gunman21 states, separate a few chosen ones from the crowd to be viable in PvP
antares_Kauriwrote:
We as Pikemen currently need to stack defenses from other professions to be almost equivalent as other professions without stacking
...pikeMan is an excellent example of this unbalance, along with a bunch of others
its very unbalanced and causes these ultimate templates to run around.
My template (when done) is going to be Master Pistoleer/Master Pikeman/4040 Smuggler/Novice Medic
now with the defs on pike/pistoleer thats 80 def vs kd!
i really hope pikeman gets some defense buffing soon though because we needed it badly
A skill system is cool if it is able to allow a very diverse spectrum of effective combinations of professions with various weaknesses and strengths. It's great that you can continue to spend points and gain greater ability. The end result should be a wide spectrum of player styles with players that end up being good at certain things and bad at others. That will make for an interesting game where characters bring truly unique but effective toolsets to bear.
But with uber templates we see that we move away from this. We see that instead of a wide array of player styles and balancing of strenghts and weaknesses, everyone is drawn to play the same templates. To not do so is to autmoatically lose because that one template is so much better than could be managed otherwise. These templates become points that everyone gets sucked into. Whereas the goal of the system was this wide open space of possible and viable playing styles, the result is a sparse landscape with everyone being sucked into the gravity wells of uber templatedom.
Stacking is not a problem.
What is a problem is that the utility of stacking is not tied well to the number of skill points spent. We see instances where far too much benefit can be taken from a profession simply by investing minimally in it.
With a lot of the bonuses we see that each point increase further increases the value of further points. Defense at the low levels is basically worthless and slowly becomes more and more useful per point until it becomes so uber that one is unhittable. Where it should probably have diminishing returns it actually has increasing returns.
So what we need is more attention to the ways in which stacking works.
I've written a lot about this, and have lots of ideas about how to create formulas for game mechanics that allow for much easier balancing of these bonuses. I think it can be done, although it is a very hard problem.
And from what i see as a correspondent I'm optimistic that things will play out well. I suspect that if we see stacking go completely away in certain fields then we will see a return or useful stacking later in the same or other fields with more attention put into guaranteeing that stacking does not create these "gravity well" dynamics.
/agree & /agree, wellspoken
StGabriel wrote:
What is a problem is that the utility of stacking is not tied well to the number of skill points spent.
I suspect that if we see stacking go completely away in certain fields then we will see a return or useful stacking later in the same or other fields with more attention put into guaranteeing that stacking does not create these "gravity well" dynamics.