Balance Thoughts
Posted: Wed Aug 11, 2021 1:30 am
I want to start with how I see things as they were ~9 months ago and then reflect with how the changes since have effected things.
I think it’s useful to come up with a tier list of where the different classes/setups rank. This is my opinion and while I’ve not played any setups beyond one, I have seem a large population of players play the other ones and I have formed my opinions on how well the different classes/setups perform both against my preferred setup and generally. This is focusing only on melee PK or at least skills that can be used in melee PK. Basically, I’m ignoring stab and charge.
It’s important to recognize that PK is not static, but I think it can be broken down into 3 fairly solid categories. Each class/setup has strengths and weakness depending on the category/stage of pk.
Categories:
1) Stationary PK – standing in the room, dealing damage
2) Mobile PK (Chasing) – When you’re trying to track someone down and kill them. Normally in this situation you have more hit points than your opponent
3) Mobile PK (Running) – When you’re trying to escape from someone. Normally in this situation you have fewer hit points than your opponent.
For a holistic view of PK you have to consider the classes in all 3 stages of PK. My discussion here is mainly around 1v1 pk but I think it generalizes fairly well to group pk, though I will try to call out where it doesn’t.
Anyway, here are my feelings on the tier lists for the different PK situations as of last December (before the removal of berserk attack and weapon rebalancing). I have ranked all of the somewhat common setups in pk (basically ignoring abs rogue, abs fc, and dodge warrior) and while there is a rock-paper-scissor component to some of the matchups I think this is close enough to start. Classes within a tier are roughly equivalent but they are ranked within the tier as well. I am also assuming that Fades and Warders are both combo (not always correct!) and that people have high end gear, though possibly not perfect sets
Stationary PK:
S Tier: Berserk Fade, Berserk Warder - I rank Fades higher because Fear seems generally more annoying to fight against than Multi-bash, the 10 ob makes it close though
A Tier: Berserk ABS Warrior, Dodge FC, Berserk Combo Warrior, Fade, Warder – Berserk abs warrior ranked a bit higher than combo warrior because they’re not giving defense up for attack. Dodge FC could be easily ranked above Berserk ABS warrior if they practiced contagion, and even chill makes it close. Similar reasoning as S Tier for ranking fades above warders
B Tier: Combo FC, Combo Warrior, Combo Hunter, Dodge Hunter – Combo Warrior is basically equivalent to Combo Hunter here. Dodge hunter is slightly worse than the combo options. If the combo FC practices contagion then they move up to the A tier
C Tier: Dodge Rogue, Combo Rogue, ABS Warrior, ABS Hunter – If the rogues practice kick then the 2 abs options drop down to a new D tier and they’re basically drawing dead
Mobile PK (Chasing) – Generally you’re not going to be chasing berserk because of running into mobs, however it is possible. I’ve included them in order to keep things consistent though
S Tier: Warder (if they’re a Hunter), Fade – Warder +10 ob helps with unbashed hits, fades compel helps them keep up on long chases. I rate the ob a bit more, but I can see it the other way as well.
A Tier: Combo Hunter, Dodge Hunter – Auto track and they don’t get hit by mobs
B Tier: ABS Hunter– Autotrack is so much better than anything else for chasing, but ABS is at large disadvantage here especially if chasing a dodge/combo user. I tested this last night and when chasing a sblader who was fleeing I ate ~40 damage before they had enough fleelag so I could finish a bash.
C Tier: Dodge Rogue, Combo Rogue, Dodge FC, Combo FC, Combo warrior – When chasing absers the rogues are superior, when chasing combo/dodge the FCs are superior because fstrike is fast enough that their target doesn’t have to build up as much fleelag as the combo warrior requires
D Tier: ABS Warrior – No autotrack, gets damaged by the one they’re chasing
E Tier: Berserk Fade, Berserk Warder (if they’re a Hunter) – Auto track and they’re not taking damage from the person they’re chasing, but if they get hit by a mob then they’re fucked.
F Tier: Berserk ABS Warrior – Lol
Mobile PK (Running) – You’re not running while berserk (I’ve tried it, it doesn’t work) but I’ll include them in the list for completeness
S Tier: Fade – overpowered sneak along with a get out of jail free card, noquit does make it harder but they also have compel and such
B Tier: Warder, Trolloc Rogue – Just a bit better than the C tier because of the HP regen. I could also see moving them down to C tier because to be honest they’re not really close to fades in this aspect. This is the only place I differentiate trolloc rogues vs human rogues and it comes down to the fact that the trolloc rogue is already dismounted. If the human rogue is only running a single zone or they have a ton of ciders then they’d be at the same level.
C Tier: Combo FC, Dodge FC, Combo Hunter, Dodge Hunter, Combo Warrior, Combo Rogue, Dodge Rogue – I think these classes/setups are all pretty equivalent, they’re probably not going to get hit in melee and you have to roll a dodge. FCs are a bit better because they can try to roll ports (not as easy as fades because of sp drain) and they can refresh their mounts. They probably also have less fleelag accumulation. If you want to rate them lower within the tier because of the reduced hit points I think that’s a reasonable position as well
D Tier: ABS Hunter, ABS Warrior – They both suck as they’re taking damage every room they’re caught in and from every mob that aggros them. The hunter is slightly better because autotrack can let them know if someone has beat them to a block and they want to go a different route.
F Tier: Berserk Fade, Berserk Warder, Berserk Combo Warrior, Berserk ABS warrior – Good firetrucking luck
While the majority of melee PK is the stationary variety I think that all stages have to be considered, especially when there are large differences for a given class between the different phases. What does this tell us briefly? First off, fades and warders are absurd in basically all aspects. Second, let’s drill down into abs warrior specifically because this was both the main complaint before the warriors change and my main complaint afterwards. ABS Warriors were basically the worst setup unless they were berserk, while berserk they were a top setup in 1 phase (stationary) but still completely trash in the other 2 phases (both mobile). However, it was possible to overcome that in 2 ways.
1) Follow a fade/hunter and outnumber the opposition to eliminate the need for the running phase and alleviate almost all of the downsides to the chasing phase
2) Make all of the PK stationary and try to do enough damage to kill the opposition without them being able to run. This could be done by sitting berserk at mobs and/or by fishing for berserk opportunities when the other group scatters to snowball.
These two tactics is what I think most people who complained about warriors were talking about. This did not incentivize PK that spans all three phases and for players who both enjoyed and optimized their characters for the more mobile PK it would certainly be quite a drag.
Now, here’s my opinion on the breakdown with the current situation. I have removed the berserk option for the warriors but left it for fades and warders.
Stationary PK:
S Tier: Berserk Fade, Berserk Warder – If the warder is a warrior then I might rate them above a fade now just because 15 ob + multibash might be better than fear. From my low wil experience though fear saves fades from my sneak attacks though so I still leave them here.
A Tier: Dodge FC, Fade, Warder - Similar reasoning as S Tier for ranking fades above warders
B Tier: Combo FC, Combo Warrior, Combo Hunter, Dodge Hunter – Combo Warrior is basically equivalent to Combo Hunter here. Dodge hunter is slightly worse than the combo options. If the combo FC practices contagion then they move up to the A tier
C Tier: Dodge Rogue, Combo Rogue, ABS Warrior, ABS Hunter – The +5 ob moves the ABS warrior to be strictly better than the ABS hunter, but I don’t think it’s enough to move them above the rogues (especially if the rogues practice kick, which would move both ABS setups down to a D tier). The mob damage reduction here can also be useful in hitting at patrols but it’s generally still better to be combo hitting patrols.
Mobile PK (Chasing) – Generally you’re not going to be chasing berserk because of running into mobs, however it is possible. I’ve included them in order to keep things consistent though
S Tier: Warder (if they’re a Hunter), Fade – Warder +10 ob helps with unbashed hits, fades compel helps them keep up on long chases. I rate the ob a bit more, but I can see it the other way as well.
A Tier: Combo Hunter, Dodge Hunter – Auto track and they don’t get damaged by mobs
B Tier: ABS Hunter– Autotrack is so much better than anything else for chasing, but ABS is at large disadvantage here especially if chasing a dodge/combo user. I tested this last night and when chasing a sblader who was fleeing I ate ~40 damage before they had enough fleelag so I could finish a bash.
C Tier: Dodge Rogue, Combo Rogue, Dodge FC, Combo FC, Combo warrior – When chasing absers the rogues are superior, when chasing combo/dodge the FCs are superior because fstrike is fast enough that their target doesn’t have to build up as much fleelag as the combo warrior requires. I don’t think the +5 ob for the warriors does much to move them here as it probably doesn’t break defense enough and if they’re chasing abs it doesn’t matter at all.
D Tier: ABS Warrior – No autotrack, gets damaged by the one they’re chasing
E Tier: Berserk Fade, Berserk Warder (if they’re a Hunter) – Auto track and they’re not taking damage from the person they’re chasing, but if they get hit by a mob then they’re fucked.
Mobile PK (Running) – You’re not running while berserk (I’ve tried it, it doesn’t work) but I’ll include them in the list for completeness
S Tier: Fade – overpowered mounted sneak/rsneak along with a get out of jail free card, noquit does make it harder but they also have compel and such
B Tier: Warder, Trolloc Rogue – Just a bit better than the C tier because of the HP regen. I could also see moving them down to C tier because to be honest they’re not really close to fades in this aspect. This is the only place I differentiate trolloc rogues vs human rogues and it comes down to the fact that the trolloc rogue is already dismounted. If the human rogue is only running a single zone or they have a ton of ciders then they’d be at the same level.
C Tier: Combo FC, Dodge FC, Combo Hunter, Dodge Hunter, Combo Warrior, Combo Rogue, Dodge Rogue – I think these classes/setups are all pretty equivalent, they’re probably not going to get hit in melee and you have to roll a dodge. FCs are a bit better because they can try to roll ports (not as easy as fades because of sp drain) and they can refresh their mounts. They probably also have less fleelag accumulation. If you want to rate them lower within the tier though because of the reduced hit points I think that’s a reasonable position as well.
D Tier: ABS Hunter, ABS Warrior – They both suck as they’re taking damage every room they’re caught in and from every mob that aggros them. I think The hunter is slightly better because autotrack can let them know if someone has beat them to a block and they want to go a different route. Here the mob damage reduction does come into play a bit but I think the autotrack ability is still a bit better.
F Tier: Berserk Fade, Berserk Warder – Good firetrucking luck
From my perspective the only effects of the changes have been to remove the warriors top end options in stationary PK. ABS Warriors are now mediocre at stationary PK and dogshit at all mobile PK. ABS Hunters are mediocre at stationary PK, high tier at chasing, and crap at running. It basically means ABS in general is pretty weak except at 1 phase if you’re a hunter. Because warriors are so bad now there will be fewer of them so there will be less people attempting to force PK to be stationary, so if the goal is to make the PK more mobile then I guess it has been successful. However, my point has long been that if you look at the players and characters who optimize for the mobile style of PK what I think you’ll see is the following:
1) They’re almost all very good players, they know the game inside and out, they have access to the best equipment
2) Nobody likes pking against them
Think about the classes and setups that optimize for the mobile PK phases. Fades, Wolfbrothers, Trolloc Rogues, Combo Hunters, Combo Warders. With rare exceptions (Davor!?) nobody on darkside has ever thought, “Oh great another wolfbrother/warder has shown up, this will certainly improve pk”. Similarly, while I don’t play LS I can’t imagine that they’re sitting there in pk narrating, “This fade/trolloc showed up, now we’ll get some good pk”. There are certainly situations where you’re looking for the other side to get some more leadership, but especially for the wbs/trolloc rogues do people really want more of them to show up?
I think we should also take a look at the results of the weapon changes here and this goes back to my point from before. The reason that people don’t play dodge isn’t because it sucks compares to abs (especially after the warrior nerf) the reason they don’t play dodge is because it sucks compares to combo. You can basically have the exact same playstyle in combo vs dodge, the combo setup is just better at basically everything.
Why has combo continued to dominate? I think a big reason is the ease of equipment, especially trinkets that started happening absers started listening to me and stacking pb for bash. Absers die all the time and they issue trinkets and they smob for trinkets so basically everyone is running pb trinks except for dodgers. This makes it trivial to get top tier pb trinkets and makes combo better.
Some proposed fixes to change the balance between dodge/combo without affecting the balance between dodge/abs. It’s basically making combo worse without making abs much better compared to dodge.
1) Remove berserk attack from Fades and Warders. One of the arguments was that it’s difficult/impossible to balance weapons with berserk attack on warriors. If this is a given then it applies to fades and warders as well. While certainly less common than warriors they’re not exactly rare.
2) Remove the move cap on trinkets. This gives absers a choice, They can stack movement points instead of PB if they want to be a bit more mobile. One of the other proposed changes makes this an even more interesting tradeoff. If absers are using move trinks instead of pb trinks it will lower the supply of pb trinks and start downing combo a bit.
3) Add a 2 tic cooldown on all non-cure potions. So, if a vial gives you REFRESH for 2 tics you are unable to quaff another vial for 4 tics. Similarly for strength potions and ciders.
4) Bump the max bash chance up to 74% and apply the riding and club bonus before capping instead of after. Currently, we cap the bash chance of your weapon/pb vs their db at 60% with riding adding 5% and clubs adding 9%. This change would not affect dodge at all but moves someone with 90 db from getting bashed by an axe 60% of the time to possibly 70%+. Again this makes combo worse while leaving the abs/dodge balance untouched.
5) Change defensive posture to add db instead of pb.
6) Remove all 1/2 handed weapons, they all become 1 handed
Now the more aggressive changes:
Drastically reduce the differences between classes:
1) Remove the +5 ob and damage reduction on warriors
2) Autotrack comes with 92 track
3) Autoscan and peek remain
4) Damage vs flora/fauna remain
5) Damage vs humanoid remain
The most aggressive and I think interesting changes:
Attack applies to all weapons and classes, proc rate is determined by a function of:
1) Attack practice % (still a rogue practice)
2) Dex
3) Weapon Weight, lighter weapons get more attack
4) Mood, berserk gets more attack than wimpy
Weapon weight and prac % dominate so that a 18 lb weapon gets ~30% proc rate while zerk and <5% proc rate when brave or lower. A 4 lb weapon gets ~80% proc rate while zerk and ~50% proc rate while wimpy.
Parrying with a 2 handed weapon should decay the weapon. Weapon decay should reduce PB. Parrying with a shield should decay the shield, shield decay should reduce PB. The longer PK goes on the more absers get fucked as they’re constantly losing abs. The same should apply to PB.
I think it’s useful to come up with a tier list of where the different classes/setups rank. This is my opinion and while I’ve not played any setups beyond one, I have seem a large population of players play the other ones and I have formed my opinions on how well the different classes/setups perform both against my preferred setup and generally. This is focusing only on melee PK or at least skills that can be used in melee PK. Basically, I’m ignoring stab and charge.
It’s important to recognize that PK is not static, but I think it can be broken down into 3 fairly solid categories. Each class/setup has strengths and weakness depending on the category/stage of pk.
Categories:
1) Stationary PK – standing in the room, dealing damage
2) Mobile PK (Chasing) – When you’re trying to track someone down and kill them. Normally in this situation you have more hit points than your opponent
3) Mobile PK (Running) – When you’re trying to escape from someone. Normally in this situation you have fewer hit points than your opponent.
For a holistic view of PK you have to consider the classes in all 3 stages of PK. My discussion here is mainly around 1v1 pk but I think it generalizes fairly well to group pk, though I will try to call out where it doesn’t.
Anyway, here are my feelings on the tier lists for the different PK situations as of last December (before the removal of berserk attack and weapon rebalancing). I have ranked all of the somewhat common setups in pk (basically ignoring abs rogue, abs fc, and dodge warrior) and while there is a rock-paper-scissor component to some of the matchups I think this is close enough to start. Classes within a tier are roughly equivalent but they are ranked within the tier as well. I am also assuming that Fades and Warders are both combo (not always correct!) and that people have high end gear, though possibly not perfect sets
Stationary PK:
S Tier: Berserk Fade, Berserk Warder - I rank Fades higher because Fear seems generally more annoying to fight against than Multi-bash, the 10 ob makes it close though
A Tier: Berserk ABS Warrior, Dodge FC, Berserk Combo Warrior, Fade, Warder – Berserk abs warrior ranked a bit higher than combo warrior because they’re not giving defense up for attack. Dodge FC could be easily ranked above Berserk ABS warrior if they practiced contagion, and even chill makes it close. Similar reasoning as S Tier for ranking fades above warders
B Tier: Combo FC, Combo Warrior, Combo Hunter, Dodge Hunter – Combo Warrior is basically equivalent to Combo Hunter here. Dodge hunter is slightly worse than the combo options. If the combo FC practices contagion then they move up to the A tier
C Tier: Dodge Rogue, Combo Rogue, ABS Warrior, ABS Hunter – If the rogues practice kick then the 2 abs options drop down to a new D tier and they’re basically drawing dead
Mobile PK (Chasing) – Generally you’re not going to be chasing berserk because of running into mobs, however it is possible. I’ve included them in order to keep things consistent though
S Tier: Warder (if they’re a Hunter), Fade – Warder +10 ob helps with unbashed hits, fades compel helps them keep up on long chases. I rate the ob a bit more, but I can see it the other way as well.
A Tier: Combo Hunter, Dodge Hunter – Auto track and they don’t get hit by mobs
B Tier: ABS Hunter– Autotrack is so much better than anything else for chasing, but ABS is at large disadvantage here especially if chasing a dodge/combo user. I tested this last night and when chasing a sblader who was fleeing I ate ~40 damage before they had enough fleelag so I could finish a bash.
C Tier: Dodge Rogue, Combo Rogue, Dodge FC, Combo FC, Combo warrior – When chasing absers the rogues are superior, when chasing combo/dodge the FCs are superior because fstrike is fast enough that their target doesn’t have to build up as much fleelag as the combo warrior requires
D Tier: ABS Warrior – No autotrack, gets damaged by the one they’re chasing
E Tier: Berserk Fade, Berserk Warder (if they’re a Hunter) – Auto track and they’re not taking damage from the person they’re chasing, but if they get hit by a mob then they’re fucked.
F Tier: Berserk ABS Warrior – Lol
Mobile PK (Running) – You’re not running while berserk (I’ve tried it, it doesn’t work) but I’ll include them in the list for completeness
S Tier: Fade – overpowered sneak along with a get out of jail free card, noquit does make it harder but they also have compel and such
B Tier: Warder, Trolloc Rogue – Just a bit better than the C tier because of the HP regen. I could also see moving them down to C tier because to be honest they’re not really close to fades in this aspect. This is the only place I differentiate trolloc rogues vs human rogues and it comes down to the fact that the trolloc rogue is already dismounted. If the human rogue is only running a single zone or they have a ton of ciders then they’d be at the same level.
C Tier: Combo FC, Dodge FC, Combo Hunter, Dodge Hunter, Combo Warrior, Combo Rogue, Dodge Rogue – I think these classes/setups are all pretty equivalent, they’re probably not going to get hit in melee and you have to roll a dodge. FCs are a bit better because they can try to roll ports (not as easy as fades because of sp drain) and they can refresh their mounts. They probably also have less fleelag accumulation. If you want to rate them lower within the tier because of the reduced hit points I think that’s a reasonable position as well
D Tier: ABS Hunter, ABS Warrior – They both suck as they’re taking damage every room they’re caught in and from every mob that aggros them. The hunter is slightly better because autotrack can let them know if someone has beat them to a block and they want to go a different route.
F Tier: Berserk Fade, Berserk Warder, Berserk Combo Warrior, Berserk ABS warrior – Good firetrucking luck
While the majority of melee PK is the stationary variety I think that all stages have to be considered, especially when there are large differences for a given class between the different phases. What does this tell us briefly? First off, fades and warders are absurd in basically all aspects. Second, let’s drill down into abs warrior specifically because this was both the main complaint before the warriors change and my main complaint afterwards. ABS Warriors were basically the worst setup unless they were berserk, while berserk they were a top setup in 1 phase (stationary) but still completely trash in the other 2 phases (both mobile). However, it was possible to overcome that in 2 ways.
1) Follow a fade/hunter and outnumber the opposition to eliminate the need for the running phase and alleviate almost all of the downsides to the chasing phase
2) Make all of the PK stationary and try to do enough damage to kill the opposition without them being able to run. This could be done by sitting berserk at mobs and/or by fishing for berserk opportunities when the other group scatters to snowball.
These two tactics is what I think most people who complained about warriors were talking about. This did not incentivize PK that spans all three phases and for players who both enjoyed and optimized their characters for the more mobile PK it would certainly be quite a drag.
Now, here’s my opinion on the breakdown with the current situation. I have removed the berserk option for the warriors but left it for fades and warders.
Stationary PK:
S Tier: Berserk Fade, Berserk Warder – If the warder is a warrior then I might rate them above a fade now just because 15 ob + multibash might be better than fear. From my low wil experience though fear saves fades from my sneak attacks though so I still leave them here.
A Tier: Dodge FC, Fade, Warder - Similar reasoning as S Tier for ranking fades above warders
B Tier: Combo FC, Combo Warrior, Combo Hunter, Dodge Hunter – Combo Warrior is basically equivalent to Combo Hunter here. Dodge hunter is slightly worse than the combo options. If the combo FC practices contagion then they move up to the A tier
C Tier: Dodge Rogue, Combo Rogue, ABS Warrior, ABS Hunter – The +5 ob moves the ABS warrior to be strictly better than the ABS hunter, but I don’t think it’s enough to move them above the rogues (especially if the rogues practice kick, which would move both ABS setups down to a D tier). The mob damage reduction here can also be useful in hitting at patrols but it’s generally still better to be combo hitting patrols.
Mobile PK (Chasing) – Generally you’re not going to be chasing berserk because of running into mobs, however it is possible. I’ve included them in order to keep things consistent though
S Tier: Warder (if they’re a Hunter), Fade – Warder +10 ob helps with unbashed hits, fades compel helps them keep up on long chases. I rate the ob a bit more, but I can see it the other way as well.
A Tier: Combo Hunter, Dodge Hunter – Auto track and they don’t get damaged by mobs
B Tier: ABS Hunter– Autotrack is so much better than anything else for chasing, but ABS is at large disadvantage here especially if chasing a dodge/combo user. I tested this last night and when chasing a sblader who was fleeing I ate ~40 damage before they had enough fleelag so I could finish a bash.
C Tier: Dodge Rogue, Combo Rogue, Dodge FC, Combo FC, Combo warrior – When chasing absers the rogues are superior, when chasing combo/dodge the FCs are superior because fstrike is fast enough that their target doesn’t have to build up as much fleelag as the combo warrior requires. I don’t think the +5 ob for the warriors does much to move them here as it probably doesn’t break defense enough and if they’re chasing abs it doesn’t matter at all.
D Tier: ABS Warrior – No autotrack, gets damaged by the one they’re chasing
E Tier: Berserk Fade, Berserk Warder (if they’re a Hunter) – Auto track and they’re not taking damage from the person they’re chasing, but if they get hit by a mob then they’re fucked.
Mobile PK (Running) – You’re not running while berserk (I’ve tried it, it doesn’t work) but I’ll include them in the list for completeness
S Tier: Fade – overpowered mounted sneak/rsneak along with a get out of jail free card, noquit does make it harder but they also have compel and such
B Tier: Warder, Trolloc Rogue – Just a bit better than the C tier because of the HP regen. I could also see moving them down to C tier because to be honest they’re not really close to fades in this aspect. This is the only place I differentiate trolloc rogues vs human rogues and it comes down to the fact that the trolloc rogue is already dismounted. If the human rogue is only running a single zone or they have a ton of ciders then they’d be at the same level.
C Tier: Combo FC, Dodge FC, Combo Hunter, Dodge Hunter, Combo Warrior, Combo Rogue, Dodge Rogue – I think these classes/setups are all pretty equivalent, they’re probably not going to get hit in melee and you have to roll a dodge. FCs are a bit better because they can try to roll ports (not as easy as fades because of sp drain) and they can refresh their mounts. They probably also have less fleelag accumulation. If you want to rate them lower within the tier though because of the reduced hit points I think that’s a reasonable position as well.
D Tier: ABS Hunter, ABS Warrior – They both suck as they’re taking damage every room they’re caught in and from every mob that aggros them. I think The hunter is slightly better because autotrack can let them know if someone has beat them to a block and they want to go a different route. Here the mob damage reduction does come into play a bit but I think the autotrack ability is still a bit better.
F Tier: Berserk Fade, Berserk Warder – Good firetrucking luck
From my perspective the only effects of the changes have been to remove the warriors top end options in stationary PK. ABS Warriors are now mediocre at stationary PK and dogshit at all mobile PK. ABS Hunters are mediocre at stationary PK, high tier at chasing, and crap at running. It basically means ABS in general is pretty weak except at 1 phase if you’re a hunter. Because warriors are so bad now there will be fewer of them so there will be less people attempting to force PK to be stationary, so if the goal is to make the PK more mobile then I guess it has been successful. However, my point has long been that if you look at the players and characters who optimize for the mobile style of PK what I think you’ll see is the following:
1) They’re almost all very good players, they know the game inside and out, they have access to the best equipment
2) Nobody likes pking against them
Think about the classes and setups that optimize for the mobile PK phases. Fades, Wolfbrothers, Trolloc Rogues, Combo Hunters, Combo Warders. With rare exceptions (Davor!?) nobody on darkside has ever thought, “Oh great another wolfbrother/warder has shown up, this will certainly improve pk”. Similarly, while I don’t play LS I can’t imagine that they’re sitting there in pk narrating, “This fade/trolloc showed up, now we’ll get some good pk”. There are certainly situations where you’re looking for the other side to get some more leadership, but especially for the wbs/trolloc rogues do people really want more of them to show up?
I think we should also take a look at the results of the weapon changes here and this goes back to my point from before. The reason that people don’t play dodge isn’t because it sucks compares to abs (especially after the warrior nerf) the reason they don’t play dodge is because it sucks compares to combo. You can basically have the exact same playstyle in combo vs dodge, the combo setup is just better at basically everything.
Why has combo continued to dominate? I think a big reason is the ease of equipment, especially trinkets that started happening absers started listening to me and stacking pb for bash. Absers die all the time and they issue trinkets and they smob for trinkets so basically everyone is running pb trinks except for dodgers. This makes it trivial to get top tier pb trinkets and makes combo better.
Some proposed fixes to change the balance between dodge/combo without affecting the balance between dodge/abs. It’s basically making combo worse without making abs much better compared to dodge.
1) Remove berserk attack from Fades and Warders. One of the arguments was that it’s difficult/impossible to balance weapons with berserk attack on warriors. If this is a given then it applies to fades and warders as well. While certainly less common than warriors they’re not exactly rare.
2) Remove the move cap on trinkets. This gives absers a choice, They can stack movement points instead of PB if they want to be a bit more mobile. One of the other proposed changes makes this an even more interesting tradeoff. If absers are using move trinks instead of pb trinks it will lower the supply of pb trinks and start downing combo a bit.
3) Add a 2 tic cooldown on all non-cure potions. So, if a vial gives you REFRESH for 2 tics you are unable to quaff another vial for 4 tics. Similarly for strength potions and ciders.
4) Bump the max bash chance up to 74% and apply the riding and club bonus before capping instead of after. Currently, we cap the bash chance of your weapon/pb vs their db at 60% with riding adding 5% and clubs adding 9%. This change would not affect dodge at all but moves someone with 90 db from getting bashed by an axe 60% of the time to possibly 70%+. Again this makes combo worse while leaving the abs/dodge balance untouched.
5) Change defensive posture to add db instead of pb.
6) Remove all 1/2 handed weapons, they all become 1 handed
Now the more aggressive changes:
Drastically reduce the differences between classes:
1) Remove the +5 ob and damage reduction on warriors
2) Autotrack comes with 92 track
3) Autoscan and peek remain
4) Damage vs flora/fauna remain
5) Damage vs humanoid remain
The most aggressive and I think interesting changes:
Attack applies to all weapons and classes, proc rate is determined by a function of:
1) Attack practice % (still a rogue practice)
2) Dex
3) Weapon Weight, lighter weapons get more attack
4) Mood, berserk gets more attack than wimpy
Weapon weight and prac % dominate so that a 18 lb weapon gets ~30% proc rate while zerk and <5% proc rate when brave or lower. A 4 lb weapon gets ~80% proc rate while zerk and ~50% proc rate while wimpy.
Parrying with a 2 handed weapon should decay the weapon. Weapon decay should reduce PB. Parrying with a shield should decay the shield, shield decay should reduce PB. The longer PK goes on the more absers get fucked as they’re constantly losing abs. The same should apply to PB.