Balancing Level 80s

i am talking about how to make things work in general.

you are talking about "i want my twink to be this and that, no nerfs, only buffs please".
 
Am I?

I'm fine with less damage, I just think that your idea of percentage damage isn't a very good one. There isn't a huge amount of point in having a BiS geared twink when a leveling geared char does a whole 3% less damage to a player. Gear should (and currently does) count for something.

Having diminishing returns on offensive stats basically forces players to use other stats, or to reach caps (arp was the best example of this, but it didn't have any DR at all), then ignore the stat completely.

All it needs to be is that co-efficients scale back, and slowly increase during the leveling process, much like arcane mage mana regeneration between now and level 90.

Speaking of nerfing twinks, I do think that for the bracket(s) i play, values are either too high for some damage (fire at 80, holy paladins/disc priests everywhere, even retribution damage is high), too low for others comparitively (blood dk vs protection paladin, as seen in aelobin's videos). Damage should come down, the fact that there are classes at 80 that do more damage than 85s right now is somewhat stupid.
 
I'm fine with less damage, I just think that your idea of percentage damage isn't a very good one. There isn't a huge amount of point in having a BiS geared twink when a leveling geared char does a whole 3% less damage to a player. Gear should (and currently does) count for something.

Having diminishing returns on offensive stats basically forces players to use other stats, or to reach caps (arp was the best example of this, but it didn't have any DR at all), then ignore the stat completely.

the 3% you are referring to was a made up number that I used to get my point across, to help people understand how percentage based damage would work. i don't think it helped though...

ok let me explain some more. if the initial ambush damage is 20% of one's health, the noob's damage is 24%(80 agility), and the twink's damage is 27%(160 agility), then

the noob is doing 20% more damage per ambush (24-20)/20=4/20=20% than base ambush.

the twink is doing 35% more damage per ambush (27-20)/20=7/20=35% than base ambush.

the twink is doing 12.5% more damage per ambush (27-24)/24=3/24=12.5% than the noob's ambush.

regarding diminishing returns on offensive stats. why is it necessary? because twinks exist, any system that doesn't use diminishing returns would result:

1, twinks do too much damage.

or

2, leveling chars do too little damage.
 
So, going by your (example) numbers, our twink with twice the AP, gets 12.5% more damage for that. That's a little disheartening, and if our twink is 19, vs a target of 2k hp, the ambush damage is 480 (24%) vs 540 (27%). that's 60 damage, meaning that if you have 80 agility, adding another 80 will give you less than one point of damage per two attack power.

I'm pretty sure that the idea of twinks doing a lot of damage has been the whole reason twinking even exists, right back from vanilla, as people wished to have a lot more gear than other players, in order to give them an advantage. Is it wrong that twinks can dominate leveling players if they've put the required effort in to get the gear? I don't see anything particularly wrong with it.

But that again, isn't the balance that is being requested. Fact is, some classes are doing too much damage vs others, and this is the issue that needs fixing, not ungeared vs geared (which, isn't too far off where it should be anyway)
 
they should be able to do more damage. but not as much damage as say, 70 rogue/mage/74 hunter before MoP patch. if you have a percentage based system, and blizzard notices anything bigger than usual, for example for rogue before MoP patch, they would notice something like this "ambush damage: 80% of target health", all they need to do is add diminishing returns to agility and the problem is solved.

with a percentage based system, it is a lot easier to monitor and balance things. all you gotta make sure is that you don't have abilities that do a stupid percentage of damage or healing.

in fact, i am pretty sure that it won't be too hard to come up with a global diminishing returns system on percentage itself.

edit: of course, we are talking about pvp here. percentage based damage or healing would be stupid in PvE.
 
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I stopped reading by the time I reached page 3 :p As fun as it is to debate whether it's a good idea or not, it's not something they're realistically gonna change and therefore not something I can include in the suggestions/issues post.

I'm gonna also include bosses that are bugged, so if you have more to add to this list then please post them:
- Putricide abomination can't eat
- Halion despawning after 10-15secs
- Rogue in Faction Champs still blinding for 1min
- Vezax mana issues
 
Dispelling on LK and Yogg-saron (yogg is lesser, but still important)

Visual Bug with Lana'thel's trap-door (looks open but is closed)

General issue with some chests not being targetable to loot, but I think that goes to all instances rather than just low levels.

In addition, I can't seem to reliably queue for wotlk heroics on my paladin anymore, it's saying I do not meet the requirements (perhaps we need to re-complete normals?)
 
The MoP items made it to live without the level 80 requirement being changed (just seen the mail helm and 1h mace on the AH).

FML

Edit: Level 84s can get ilvl 377 random enchant greens (eligible for MoP enchants).
 
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