10-22-2009, 10:29 AM
These issues continue to be a problem because designers continue to use historical references in creating there class based games.
The first mistake is making a class based game. Throw out all class base balancing and you can get away from the boring issues.
With Skill based games putting the character developement into the hands of the players removes the boredom factor because it is purely player based. Balancing skills so all players start the same and build there own type of pvp character should be the goal.
CC and speed enhancments should never be part of any game nor is it neccessary for squishy type players. Everyone moves at the same speed and everyone gets to control there character at all times until they are dead.
Squishy big DPS builds do not require snares and CC to be effective. Planetside, Shattered Galaxies and Shadowbane showed that it can be solved by just making good decisions when creating the skills.
Vllad
The first mistake is making a class based game. Throw out all class base balancing and you can get away from the boring issues.
With Skill based games putting the character developement into the hands of the players removes the boredom factor because it is purely player based. Balancing skills so all players start the same and build there own type of pvp character should be the goal.
CC and speed enhancments should never be part of any game nor is it neccessary for squishy type players. Everyone moves at the same speed and everyone gets to control there character at all times until they are dead.
Squishy big DPS builds do not require snares and CC to be effective. Planetside, Shattered Galaxies and Shadowbane showed that it can be solved by just making good decisions when creating the skills.
Vllad
