Hello, Want to address the issue of balance when it comes to amulets and Runes.
If we look at the past what we see is this cycle of repetition when it comes to game balance. This is and will repeat the same problem, where things become more broken. The reason is because we are not addressing the cause of the disease (in balance) we are addressing the symptoms (op classes/specs).
The cause of the instability is due to the variance in the power of specs. Classes and specs do not need to massively different in power to make each spec feel unique. For example,
A ranger that bleeds targets and deals a total of 500k over a game, does not need to do 300k more damage then a ranger with chill application, that does direct damage but chills on auto attack.
So whats the cause of this massive variance? The Power. Where is the power located? In runes and amulets. How to Fix it? Remove or reduce the power granted by these values.
So That brings us to the discussion.
Rework of Amulets and Runes
So if we remove the power for the classes, and modify the base values of each class (the stats you get naturally, that you can never change), we can from here modify the stats and effects of runes, so that the game is far more balanced.
How do you ask?
It’s Simple!
understanding the way this changes the game
Since the power of each class will for the most part be unchangeable in this application, we get players to focus more upon the variance of each class and spec, as opposed to the amount of power. This removes for the large part the negative effects of complexity, while retaining most of the positive merits of it.
What this means is the developers can
- Have more direct control over the power of classes. That means that classes will be close to each other in balance, which validates all specs and classes making them all valuable
- Have more impact on the effects of runes because of specialization to one or a few classes as opposed to many.
-Amulets now open up to have more significant impact upon a build.
ok i got it kinda, but what does this all mean?
This means that since all classes will be directly editable by the developers in terms of their power (in this case, their damage output, not to be confused with the stat “power”) then the classes will be more balanced. That means classes like warrior will be viable in the meta.
so the rune and amulets how will they be changed?
We’ll see some major changes to these two aspects, like:
- Runes will obtain new effects
- Runes will focus more upon effects then stats
- A few generic runes will be added, like + 150 All Stats
- Runes will be limited to classes.
Some examples are
- Celestial Amulet: +150 All stats
- Rune of Stealth : 50% Chance on hit to cloak the target for 2 seconds (Ranger/Thief)
- Rune of Smoldering Power: Burning a target Dazes them (ele/engie)
Additionally, some more powerful effects will take place on the amulets like
- Amulet of Superior Toxic : When applying Poison, the healing reduction is improved to -55%
- Amulets of Precision : Wen attacking from range greater then 400, you gain + 20% Critical strike.
- Amulets of Bleeding: When a target bleeds their movement speed is reduced by 30%
So how does it all work out?
So classes in general will be more stable
Runes will be the decider of special effects of each class
Amulets will be the decider of special effects to doing specific things (range is greater than) or conditions being applied to a player (like poison, chill etc).
This means the customization of each build will improve, with it more complex aspects of customization, but at the same time the power variance will drop making classes closer to each other in competition.
Hope you enjoyed the read.