i can see what you are attempting to do, and your ideas are well thought out and concise. But may i say one thing? in your examples of how the subclasses would work with your solution (everything having a counter); you seemed to really only focus on neutralizing the striker's abilities.
in each of your examples; you had it so that almost any ability could neuter its automaton-like power.
if they did alter the game to have a more rock paper scissors feel; it would mean everything has a counter. not paper beats rock, scissor beats rock, and paper/scissor are immune to all of rock's advances. also i'm not sure if bungie could implement this correctly anyway. if everything had a specific counter; what would occur if one team countered an entire other team? is the other team expected to change their subclasses to win so they can counter their competitors? and will they not have the same idea?
both sides will just constantly change abilities, or one side will essentially just have to concede, or completely rely on their weapons. and what will that lead to? more weapon nerfs; despite the fact that every type of weapon type thus far has had a nerf
destiny just isn't built to be that sort of game. instead; bungie's best bet would be to make it so that every class, subclass, and ability has its own discernible pros and cons. this way their is no answer to every problem in one build. rather; only what the player believes is their best bet in majority of contingencies. which they have already accomplished with a few subclasses
should i use a vampire voidwalker build? or should i use a supernova build?
should i use a greased lightning stormcaller build? or should i use a transcendence build?
etc, etc
neither build is factually better than the other. one will simply shine in scenarios where the other won't. this is truly the only way for the game to reach a point of no nerfs. these should be the inquires we, the players, ask.
we should choose what class, subclass, and abilities we are comfortable with; without having to worry of others using the meta build of the time, because it is the most capable.
bladedancers at the end of year 1 shouldn't have been punished because meta hoarders saw their subclass was the most capable at the time
same for the sunbreakers during their time, and the stormcallers for their's. etc etc
in short, i fathom we should have a system where everything is just as capable as anything else. but that thing has its own pros and cons. somethings will preform well in x scenario and terribly in y, whilst others preform vice versa
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"his is truly the only way for the game to reach a point of no nerfs" Unlikely, as I said many times before the very own nature of the game prohibits that, they want RPG elements but also wanna manage the game like they did on halo, that's been incompatible so far The tendencies of bungie regarding of how they're managing the game as a whole is that they're forcing players to change to whatever content they release, whether they like it or not
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Edited by TrolleyProblem: 7/3/2016 6:53:23 AMCorrect. And in RPGs, that's how they manage it. Let's say someone starts a game and wants to be the paladin. Yes they have healing properties and are astounding in groups, but alone, they dish out no damage and are easily defeated So they decide to go mage. But they still aren't happy. Yes it has mid range attacks and sometimes can curse people. But mage is normally a glass cannon. Some people might want to tank. Maybe they choose the brute class. But the brutes are too slow. Yes they can take a hell of beating, and can dish out some damage. But they are SO. DAMN. SLOW So maybe the player chooses an assassin/hunter type class. These guys are fast. But they dish out almost no damage and are very weak most of the time. If worst comes to worse they lose You see, between each of these classes in an RPG, none of them are the see all be all. Some are better than others in a specific scenario. They aren't specifically countered. Do you need a consistent stream of damage? Get a mage or an assassin. Need to tank some damage from the enemy or have your team stay alive through x encounter? Get a brute or a paladin They are all very effective. But in their own way, and none of them are the answer to everything. That is how it should be for the builds and abilities in destiny. Every class/subclass/ability should have its pros and cons. That's the only way to ensure there will be no more nerfs, and appease this community . [spoiler]also, fix your quotations in the beginning of it doesn't trouble you. It says "his" rather than "this"[/spoiler]
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Technically speaking yes, all classes have their "duty", I agree but there are a prob, first none of the classes and subclasses fit in the role of traditional rpgs, they aren't even oriented to specific rolls, that and the odd level up system carry some inconsistencies and overpower loops, while some may be by the way the description is redacted others are evident flaws in the design of the sill tree finally the guns also meet nerfs, and that's ironic even paradoxical because they created a system where items are classified by rarity and being the rarest the more powerful. fact the game have more legendary items that common, uncommon, rare and exotic items all thogether, so that..."legendary" thing is just a placebo fact #2 99.99% will use the most overpowered item they can get, same goes for subclasses, that's obvious, the problem is that bungie didn't tested its game well enough, because many combos appeared in just a couple of weeks that where clearly overpowered, but they let it be fact #3 many of those combos where intentional but then when you analyze it you have a list of "must have" exotics for each class, with two or more subclass specific perks, then you have the "not-so-exotic" which have only one perk, so then you see the "imbalance" bungie try so hard to correct is created by their own incompetence
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[quote]Technically speaking yes, all classes have their "duty", I agree but there are a prob, first none of the classes and subclasses fit in the role of traditional rpgs, they aren't even oriented to specific rolls[/quote] Voidwalker: mage (more specifically dark mage) class. they have the common life stealing aura around them. Blade dancer: assassin. being hunters, they are already very agile, and they were initially the only subclass that could go invisible. Striker: brute/automaton. just look at how they are built with things such as juggernaut, and etc. Sunsinger: they were supposed to be the paladins, what with song of flame (and the new Viking funeral furthers that statement) Gunslinger: hunter/ranged class Stormcallers: not really sure what you could name them, as classes in RPGs have many differing names for guys like these, but they would be the crowd control class Defender/sunbreaker: tank/brute class Nightstalkers: also assassin class I guess? Look, what I'm trying to say is that each of the subclasses and their abilities already have the traits of RPG classes. Bungie just needs to hone in on them. [quote]that and the odd level up system carry some inconsistencies and overpower loops, while some may be by the way the description is redacted others are evident flaws in the design of the sill tree[/quote] Granted, the leveling system has always been a bit wonky. Up until HOW, a guardian had no control of what they utilized, and how they got to end game tier. The only way to become end game tier/level was to beat the raid at the time. And thus, everyone looked the exact same. But bungie has learned from their mistakes (slowly but surely no doubt) they implemented etheric light in HOW, and now we have infusion here in TTK. They are honestly getting better through trial and error. And if anything, this system seems to be the best. In year 1; if an enemy was 1 level higher than you; they'd have a 30% increase in about everything. Now one light level is pretty inconsequential. But now, that means there is no drive for end game... all they need is a few more tweaks, and boom; the leveling will be fine [quote] finally the guns also meet nerfs, and that's ironic even paradoxical because they created a system where items are classified by rarity and being the rarest the more powerful. fact the game have more legendary items that common, uncommon, rare and exotic items all thogether, so that..."legendary" thing is just a placebo fact #2 99.99% will use the most overpowered item they can get, same goes for subclasses, that's obvious, the problem is that bungie didn't tested its game well enough, because many combos appeared in just a couple of weeks that where clearly overpowered, but they let it be[/quote] When it has come to guns in this game; many of the nerfs have only come from the pvp community. (And let's be honest, a few of them needed it). and then a few tweaks for the god weapons (IE: fatebringer, VOC, ghorn, icebreaker, black hammer, etc) But again; if bungie implements a system where there is no right op answer. But rather, where everything has its own pros and cons, nerfs for guns will dissipate as well. Hand cannons will be perfect in close quarters. But you must be a skilled shot, and anyone outside of optimal range will win Autos will also be perfect in close quarters and will cause less pacing shots. However, anything out of range will kill you, and you must have high control of your weapon for sustainable damage Pulse rifles will be the best in mid range. But against a hand cannon or auto in close range; they will almost always fail. The same would go in a fire fight against a scout in far range. Scouts would be the greatest option for long range combat, but would require a steady hand. Especially for consistent success in close/mid range Shot guns would never get a kill out of extreme close range Snipers would work their best in far range. And even then; would require the most precise of hands Fusions would be gods in mid range And sidearms would be a fusion's only competition In my format, their would be no need for nerfs, because nothing is op. Some weapons and abilities just work better than others in a certain contingency. [quote]fact #3 many of those combos where intentional but then when you analyze it you have a list of "must have" exotics for each class, with two or more subclass specific perks, then you have the "not-so-exotic" which have only one perk, so then you see the "imbalance" bungie try so hard to correct is created by their own incompetence[/quote] That's what I'm getting at. If they implemented the format I'm proposing; there would be nothing that would give anyone any form of leverage. A guardian would choose the parts of their arsenal based on what they feel comfortable with, and what scenarios they see themselves constantly returning to. Not just "whip out thorn because two shots to the head = game over" The only way something would be seen as op is if the player has perfected their playstyle with said oddity. And it would still only work for the situations advantageous to them.
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"Voidwalker: mage (more specifically dark mage) class. they have the common life stealing aura around them" In traditional rpgs any "necromancer class" is likely to have that kind of ability, except that they lack the raise undead or ghouls or whatever thing they're a more offensive oriented type than a traditional necromancer "Blade dancer: assassin. being hunters, they are already very agile, and they were initially the only subclass that could go invisible." This is the most obvious class and the first to be designed I think, and this may be the only one that fits in its entirety to stealth classes of a traditional rpg may be except for some umbalnces still present today "Striker: brute/automaton. just look at how they are built with things such as juggernaut, and etc. Defender/sunbreaker: tank/brute class" You basically classified all titan classes into the same type which are not "Sunsinger: they were supposed to be the paladins, what with song of flame (and the new Viking funeral furthers that statement)" afaik paladin ire more a support than an offensive class, but here is the curious thing sunsinger unlike sotrmcaller or nightstalker does not buff allies in the strict sense but they provide support by creating area denial effects and that resurrection thing they do, so they can be used to a different support type than a traditional paladin class would "Stormcallers: not really sure what you could name them, as classes in RPGs have many differing names for guys like these, but they would be the crowd control class" They can perform as support or crowd control, depending on the perks used "Nightstalkers: also assassin class I guess?" Nope, area denial, crowd control and support "Look, what I'm trying to say is that each of the subclasses and their abilities already have the traits of RPG classes. Bungie just needs to hone in on them." Yes and no, yes because it would be almost impossible to find an element that doesn't fit into a traditional rpg lore, no because the world they're creating is so limited right now that they can't improve anything without finishing the environment first "But bungie has learned from their mistakes (slowly but surely no doubt) they implemented etheric light in HOW, and now we have infusion here in TTK. They are honestly getting better through trial and error. And if anything, this system seems to be the best. In year 1; if an enemy was 1 level higher than you; they'd have a 30% increase in about everything." Reforge was the antecedent of infusion, and it allowed the "selection" of desired perks on a gun but required grinding, I understand they removed this in spite of "letting players test all different perks available in different combinations" for the same weapon, but was incredibly tedious, infusion is good for one thing and one thing only: light level, you still have to grind for an optimal perk combination. It is important on a PvE game that low leveled areas remain somehow "important" to high leveled players, that's why they fixed the level gap implementing current level enemy spawn points (i.g wolves, now taken, soon siva) "When it has come to guns in this game; many of the nerfs have only come from the pvp community. (And let's be honest, a few of them needed it). and then a few tweaks for the god weapons (IE: fatebringer, VOC, ghorn, icebreaker, black hammer, etc) But again; if bungie implements a system where there is no right op answer. But rather, where everything has its own pros and cons, nerfs for guns will dissipate as well." Unlikely all games have their op weapons, thats unavoidable, problem is that they're so focused on weapons and abilities than they have completely forgot about the rest of the gear, looking for answers for balance there can be a little most succesful and well accepted than nerfing everything. And just for a final note on this post, the way I use to classify subclasses in Destiny is by the performance against a mob being: --------------------------------------------------------------------------------------------------------------------- [b]BladeDancer[/b] Crowd control, snipe support [b]GunSlinger[/b] Critical objetive takedown [b]NightStalker[/b] Crowd control, area denial, team support, enemy supression ---------------------------------------------------------------------------------------------------------------------- [b]Defender[/b] Team support, area denial, enemy supression [b]Striker[/b] Critical objetive takedown, area denial [b]SunBreaker[/b] Crowd Control, area denial ----------------------------------------------------------------------------------------------------------------------- [b]StormCaller[/b] Crowd control, team support [b]SunSinger[/b] Crowd control, area denial [b]VoidWalker[/b] Area denial, critical objetive takedown