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Equip Balance Overview

Equip Balance Overview

I feel as if equipment balancing is overlooked. The only equip change that took place that i can remember (but there may be a few more) is Heart of life, which was moved to the artifacts section. It was changed coz it was uber OP, fair enough. But there are also MANY equips that are pointless in even investing in just because their stats are of no great effect nor efficiency.

What im asking is for some changes in these redundent equips. And what im asking for cant be so time consuming anyway coz im guessing all thats needed to be done is some figure changing.

im talking about equips like...

Gladiator Gloves (not effective early game, no use late game)
Gauntlets of Despair
Plate Visor
(35% wtf? at leat make it 80-100% mana regen)
Theurgists Cap
Footmans Sabatons
(just so useless wat about +5% movement speed also)
Ironwalkers (why are the passive stats minions based?)

How many ppl have even considered to buy these items?

I not only believe these are redundent items but others are too costly for what they give.

Duelists Cuirass -- (nimoths still beats it and its half the price. for the sake of a 5% chance of dealing 1.5x critical ... 1700 more gold is not worth your while. also take into consideration that duelists gives lower armor than nimoths, so hmmmm....)
Armor of Vengeance -- (the dmg reflection rlly isnt that great. Increase the dmg reflected to 45dmg maybe...?)
Ironwalkers -- (so circumstantial, give a passive benefit)
Natures Reckoning -- (im not paying that much for it to take a slot in my inventory)
Bloodstone Ring -- (theres vampiric on this ring???)
Ring of the Ancients -- (for 3500 gold? ... make it 3000 plz)
Warp Stone -- (i dont think many ppl have even bothered to look at this one ... unless they on crucible)

 

there have been a few posts on this sort of stuff but i thought id bring it back.

 

16,135 views 47 replies
Reply #26 Top

Quoting _Golgoth_, reply 18


Now back to the post at hand. Why is everyone complaining about balance? There has been at least 1 thread on this created every two days. Just leave it alone for goodness sake and talk about something else

You wonder why developers dont hurry up and make changes? They are it just takes more than a couple of wet weekends to create a new patch. Especially when all they ever hear from there community are trolls who sit and complain about how bad the game is yet spend their entire afternoon online.

Internet gives you the freedom of speech however freedom of speech does not give you the right to complain every open moment. Give it time and GPG and Stardock may just fix some of these flaws.

Rant over
End of _Golgoth_'s quote

okay, let me put it to you like this. Im going to use guild wars for my example. Monthly, there r bug fixes, skill balance changes, etc, without fail.

in these updates, theres not only 1 skill thats balanced out, but quite a lot. These changes attempt to get the best functionality for that specific skill and a monitored over the next month. The developers also provide notes on why they gave changed figures and functionality so that us gamers can see the reasoning behind it. 

And a lot of the time bugs r fixed progressively, 'when they occur'.

 

Now for demigod (yes its still a new game but i believe there is a time when these things need to occur), its items that need to be balanced out over a period of time. These items, im pretty sure are just "number changing operations". It rlly doesnt take that long, so why are we being denied the balancing of a few items? They are not changing imagery, they r not changing anything but a couple of figures.

 

Reply #27 Top

Gladiator Gloves are one of the few non artifact minion damage items, they're actually awesome and very cost effective.

Reply #28 Top

wow ... you must be the only one that i know that uses/likes them. For minion erebus, maybe. But until you get enough minions to make it absolutely worth while, youll be able to buy another minion item that will completely render gladiator gloves useless.

Reply #29 Top

Quoting Guderian77, reply 23
What if a simple supply/demand system were put in place? Track the frequency that items are purchased and adjust the cost up/down by a percentage each week until the purchase price is equal to the usefullness of the item. At first we would have exactly what we have now, but based on actual game play we would get automatic item balancing. Anytime any item was too OP, word would get out, people would buy it in droves and the price would increase until it cost what it was worth. The same for the never-used items, they would drop in price until people started using them. As the items changed in value, so would the tactics, making the content of the game 'fresher'.

Just my 2 cents.

 
End of Guderian77's quote

 

very cool idea. i'd like to see this in abilities somehow also, underused abilities could become more powerful over time for example.

Reply #30 Top

The problem with this is that modifiers such as 1% chance on hit to cast xxx are almost never worth it. So this item would only be bought for its second stat, let's say +armor.

Reply #31 Top

Quoting Guderian77, reply 23
What if a simple supply/demand system were put in place? Track the frequency that items are purchased and adjust the cost up/down by a percentage each week until the purchase price is equal to the usefullness of the item. At first we would have exactly what we have now, but based on actual game play we would get automatic item balancing. Anytime any item was too OP, word would get out, people would buy it in droves and the price would increase until it cost what it was worth. The same for the never-used items, they would drop in price until people started using them. As the items changed in value, so would the tactics, making the content of the game 'fresher'.

Just my 2 cents.

 
End of Guderian77's quote

 

This idea is good in theory, but what of items that are already balanced yet used frequently. For example a capture lock? Or banded armour as first item. These items are worth the cash, and nicely balanced and universally useful to all DG. So would the price increase due to demand.... Kinda like putting up the price of milk just because everyone drinks it.

Really they should look at items that are not really used at all and take em back to the manufacturers for a touch up.

Reply #32 Top

Quoting Guderian77, reply 23
What if a simple supply/demand system were put in place? Track the frequency that items are purchased and adjust the cost up/down by a percentage each week until the purchase price is equal to the usefullness of the item. At first we would have exactly what we have now, but based on actual game play we would get automatic item balancing. Anytime any item was too OP, word would get out, people would buy it in droves and the price would increase until it cost what it was worth. The same for the never-used items, they would drop in price until people started using them. As the items changed in value, so would the tactics, making the content of the game 'fresher'.

Just my 2 cents.

 
End of Guderian77's quote

 

It often takes a very long time for the majority of the community to find out about OP combinations of builds/items, take a look at how long it took for minion builds to become common.

Reply #33 Top

Quoting _Golgoth_, reply 18

Now back to the post at hand. Why is everyone complaining about balance? There has been at least 1 thread on this created every two days. Just leave it alone for goodness sake and talk about something else

You wonder why developers dont hurry up and make changes? They are it just takes more than a couple of wet weekends to create a new patch. Especially when all they ever hear from there community are trolls who sit and complain about how bad the game is yet spend their entire afternoon online.

Internet gives you the freedom of speech however freedom of speech does not give you the right to complain every open moment. Give it time and GPG and Stardock may just fix some of these flaws.

Rant over
End of _Golgoth_'s quote

Wow I was in a bad mood that day ><

After reading CosMoes comment I agree with him. Sedna, Oak, Lord Erebus and Unclean Beast are Much better than the other Demigods. I am going to play as solely Torch Beaer until I cant take an Unclean Beast 1v1

I would like to see some items fixed. I mean even the Narmoth's ring is slightly overpriced I think

Reply #34 Top

well it rlly depends, TB can be VERY good on his own .. but i dont think a character like TB is supposed to fully be able to take on a UB on his own. it also depends on how the person builds up a TB and uses him in a 1v1 circumstance against a UB.

Although i have to disagree with u on narmoths ring. I find it is a very powerful item.

But another item id like to see changed in some sort of way is Warpstone. Its cost 5500 is way to much for wat it does and how often it can be used. drop it down to 4500, maybe then ppl might consider buying it.

Reply #35 Top

Quoting Lukas_A_79, reply 31



Quoting Guderian77,
reply 23
What if a simple supply/demand system were put in place? Track the frequency that items are purchased and adjust the cost up/down by a percentage each week until the purchase price is equal to the usefullness of the item. At first we would have exactly what we have now, but based on actual game play we would get automatic item balancing. Anytime any item was too OP, word would get out, people would buy it in droves and the price would increase until it cost what it was worth. The same for the never-used items, they would drop in price until people started using them. As the items changed in value, so would the tactics, making the content of the game 'fresher'.

Just my 2 cents.

 


 

This idea is good in theory, but what of items that are already balanced yet used frequently. For example a capture lock? Or banded armour as first item. These items are worth the cash, and nicely balanced and universally useful to all DG. So would the price increase due to demand.... Kinda like putting up the price of milk just because everyone drinks it.

Really they should look at items that are not really used at all and take em back to the manufacturers for a touch up.
End of Lukas_A_79's quote

That's a good point I hadn't really considered.

How about this, any item used by less than 5%(I'm just throwing that number out there) of those playing gets adjusted down in price on a weekly basis by 5% percent. That way all the items that are already used are not affected, and all the never used items drop in price until they ARE used. So no increase in price, just have the never used items go down until they are worth it. Once an item hits 'critical mass' it's price stops falling. There would also be checks that would stop a lvl 2 idol from falling to the price of a lvl 1 idol, etc...

Reply #36 Top

No, absolutely not. Currently some items like the warpstone and orb of defiance are not popular, but they're still effective at what they do. Their high price is in place to prevent everyone from playing the game the same way, and I don't mean on a superficial level like everyone trending towards the same HP and armor totals, I mean every single person getting the same on-use items up until a point where the individual gameplay of demigods is watered down and balance is negatively impacted.

Not every DG should be able to warp. Not every DG should get an invulnerability shield. Getting unique abilities are fine as-is, they're situational bonuses that come with a steep price.

Look at something like the Theurgist's Cap. If its price were lowered to the point that people would actually use it, it would inadvertently have a negative impact on regen builds which may not currently be overpowered at all. The fact is no one is ever going to spend money to get a proc to halve someone's HP, they're going to spend money to get mana and minion health, and Sedna/EB would be impacted negatively for no real reason if the cap's price were lowered to a point which were proportional to its stats.

 

Reply #37 Top

Quoting Obscenitor, reply 36
No, absolutely not. Currently some items like the warpstone and orb of defiance are not popular, but they're still effective at what they do. Their high price is in place to prevent everyone from playing the game the same way, and I don't mean on a superficial level like everyone trending towards the same HP and armor totals, I mean every single person getting the same on-use items up until a point where the individual gameplay of demigods is watered down and balance is negatively impacted.

Not every DG should be able to warp. Not every DG should get an invulnerability shield. Getting unique abilities are fine as-is, they're situational bonuses that come with a steep price.

Look at something like the Theurgist's Cap. If its price were lowered to the point that people would actually use it, it would inadvertently have a negative impact on regen builds which may not currently be overpowered at all. The fact is no one is ever going to spend money to get a proc to halve someone's HP, they're going to spend money to get mana and minion health, and Sedna/EB would be impacted negatively for no real reason if the cap's price were lowered to a point which were proportional to its stats.

 
End of Obscenitor's quote

If I understand you, you believe that the items are priced correctly so unique abilities come with a steep price. Well that is the system we have now and it seems people don't like it. I'm not going to pretend I know enough to balance every item in the game to make everyone happy or to even balance it. What I'm suggesting is an automatic balancer based on the law of supply and demand. Once the items become priced correctly, then all the items are getting used and we see NEW statagies.

I'm not even sold completely on my own argument, but what is the point of having items that no-one ever uses? This thread is titled 'Equipment Balance Overview' If we follow your logic, everything is already okay and there is no need for any more balancing.

Reply #38 Top

If I understand you, you believe that the items are priced correctly so unique abilities come with a steep price. Well that is the system we have now and it seems people don't like it. I'm not going to pretend I know enough to balance every item in the game to make everyone happy or to even balance it. What I'm suggesting is an automatic balancer based on the law of supply and demand. Once the items become priced correctly, then all the items are getting used and we see NEW statagies.

I'm not even sold completely on my own argument, but what is the point of having items that no-one ever uses? This thread is titled 'Equipment Balance Overview' If we follow your logic, everything is already okay and there is no need for any more balancing.

End of quote
I'm much more decrying the market approach here than defending the current balance of many of these items.

Look at Rook, for example. Structural transfer is just awful and towers are ridiculously good. Logically towers would have been buffed and structural transfer would have been nerfed, because in spite of their true effectiveness the game would have rebalanced them off of popularity. The result would have been that towers, which already do batshit insane damage, would have been buffed until they were overpowered to make them popular, and structural transfer, a crummy ability, would have been made even worse.

Also a lot of things just aren't popular because people don't like them. The guys at Blizzard were actually very cleverly aware of this. In the WotLK beta they would add a new ability that sucked or was broken and of course it would get next to no usage. When they were ready to get that ability into shape they would actually overpower it on purpose so it became popular and people would test it, and then work backwards with a nerf.

In DG terms if you tried to make QoT popular after being weak for so long you would almost definitely have to overpower her to spark interest and then nerf her back into a place moderately better than she was before you changed anything at all. That's fine in a beta but it's not a viable approach after launch.

Now I realize you're talking about items and not abilties, but I don't see why the same logic wouldn't be applied to overall game balance if it were implemented for items.

So again an item with crummy stats and a goofy proc would have to become extremely cheap to make it worthwhile because of its awful stats. If it became cheap enough to become common that goofy proc would be useless the majority of the time, but it could potentially be devestating to a specific Sedna and Erebus build.

I'm not defending the hat here or even its current price. What I'm saying is that if its price were the only thing you tweaked until the item became as popular as say nimoth's armor, you would have to reduce its price to an absurdly low level and effectively make what is currently an effect which fills a tiny niche into a basic effect most DGs have in common which arbitrarily punishes any regen build.

Reply #39 Top

Orb of defiance is a useful item when used correctly. Me myself use it only as rook as a last item in a long game. When you have 8 towers up that 5 seconds is enough to drive an enemy demigod away so you can use a potion and teleport away. Plus any extra health and armor is good at that point. While it may not be proportianally as good as something like nimoths chestplate it is good in it's own way. I think that some items need their special ability thats added buffed not lowering the price. How about insteadof making a useless item affordable we make a useless item not so useless.

Reply #40 Top

How about insteadof making a useless item affordable we make a useless item not so useless.
End of quote

short and simple!

best way to go about it IMO also.

Currently some items like the warpstone and orb of defiance are not popular, but they're still effective at what they do. Their high price is in place to prevent everyone from playing the game the same way, and I don't mean on a superficial level like everyone trending towards the same HP and armor totals, I mean every single person getting the same on-use items up until a point where the individual gameplay of demigods is watered down and balance is negatively impacted.
End of quote

based on wats said above, just make warpstone more effective. slightly lesser cooldown and instant cast or maybe even a small passive stat increase. seriously.. it costs almost half as much as elvin cloak yet it is 5 times less effective than it.

and of course id hate it if everyone used the exact same items etc. but its happenin alrdy. practically every build and every character uses the same equips (nimoths, hauberk, plenor, vlemish, boots of speed -- 'basic equip set') to get good efficiency for little cost with maybe 1 or 2 changes in equips here and there.
Since these r so effective, majority of players play with these items till they can afford their next artifact. But before then, you have to consider citadel costs, progressive investment in consumables also. 

Now if you were in a game and both teams r equal in skill (where only 1 or 2 deaths occur in the match), the game will have to go on for ages to be able to invest in an equip set that has say, hungarlings in it. but before then ... your team will invest in citadel upgrades to push the game to an end quicker, which only delays the "buying good equip" process even more. 

ill stop there...

 

Reply #41 Top

I always found Structal Transfer rather handy actually

And the Warpstone is overpriced for the tiny distance you get with it. Maybe 4500 yeh

Reply #42 Top

I always found Structal Transfer rather handy actually

And the Warpstone is overpriced for the tiny distance you get with it. Maybe 4500 yeh

End of quote
Every time I see an enemy rook use transfer I know we're going to win, in all honesty. Even when we fought Nazhda4ka I knew it was going to be a victory for us when I him drain the first time.

Reply #43 Top

Quoting Obscenitor, reply 42

I always found Structal Transfer rather handy actually


And the Warpstone is overpriced for the tiny distance you get with it. Maybe 4500 yeh
Every time I see an enemy rook use transfer I know we're going to win, in all honesty. Even when we fought Nazhda4ka I knew it was going to be a victory for us when I him drain the first time.


End of Obscenitor's quote

Not always depends how far you go into it. Now a level 4 transfer is useless because what is 1200 more damage but a 10 second tower stun with your arrows trebuchet and light tower attacking it at the same time can dish out some damage. Expecially if it barely drains your mana and you get health back.

Reply #44 Top

Not always depends how far you go into it. Now a level 4 transfer is useless because what is 1200 more damage but a 10 second tower stun with your arrows trebuchet and light tower attacking it at the same time can dish out some damage. Expecially if it barely drains your mana and you get health back.
End of quote
By level 5 you can kill a tower before it destroys a single one of your own. Just drop a tower in range, walk out of range, re-enter range and attack. If you get interrupted next to a tower you're stunning, especially by a longer stun, you're boned if you were depending on that heal or 10 second stun.

Structural transfer tricks players into playing rook backwards. They tank damage themselves and then try to heal off of towers instead of letting towers tank and replacing (effectively healing) them.

Reply #45 Top

Yeh well I have been trying to use the Rook recently and failed. I usually just got 2 levels to heal off the towers but it becomes soo bloody useless its annoying

The tower Rook I was fighting just spammed towers and had a reg to keep me at bay so :/

Also I think Natures Reckoning should be dropped in price or something. By the time you afford it you dont really need it

Reply #46 Top

Also I think Natures Reckoning should be dropped in price or something. By the time you afford it you dont really need it
End of quote
You've gotta realize even a level 10 UB only does about 210 damage per swing on average without +dmg equipment. Nature's Reckoning effectively provides a 15% chance to crit, except unlike normal crits it's not even mitigated by armor. So on an average DG with 40% damage mitigation at that level you're looking at a 15% chance to deal nearly 3x damage, and on top of that 2/3 of that damge is applied in a generously sized AoE.

Really Nature's Recknoning is one of the absolute best early game DPS items given its price of only 1500. The real question is whether being one of the best DPS items actually means it's good.

Reply #47 Top

Quoting Obscenitor, reply 46

You've gotta realize even a level 10 UB only does about 210 damage per swing on average without +dmg equipment. Nature's Reckoning effectively provides a 15% chance to crit, except unlike normal crits it's not even mitigated by armor. So on an average DG with 40% damage mitigation at that level you're looking at a 15% chance to deal nearly 3x damage, and on top of that 2/3 of that damge is applied in a generously sized AoE.


Really Nature's Recknoning is one of the absolute best early game DPS items given its price of only 1500. The real question is whether being one of the best DPS items actually means it's good.
End of Obscenitor's quote

I hate you man. Ever time I say something you prove me wrong :thumbsdown:   lol

But as you said yourself. It may be a decent dps weapon but is it that useful overall? I would love to know 2bh might use it more often