Now that I'm getting familiar with it and the novelty is wearing off, I do have some critiques and ideas for the Battlerage system. Text-wall incoming.
Smaller, mechanical critiques:
I don't think the damage bonuses on the aff-boosted attacks are
enough. My aff-boosted Etch is only marginally stronger than my
Onslaught, (1409 vs ~1900) which doesn't really encourage me to hunt in a
group, and from the testing I've done, two people just spamming their
weak attack/strong attack will out-DPS two people coordinating their
aff/aff attack. I think the aff-boosted attacks need a pretty large buff
to make them worthwhile, (Why waste effort trying to coordinate when
you can be as good or better independently?) especially given how the
"good" affs feel more valuable than a small damage spike in most cases,
so we don't really want to remove them with those aff-boosted attacks.
I
feel pretty strongly that Rage needs to decay like S&B/DWB
Ferocity/Momentum, instead of evaporating completely when the timer runs
out. The fact that bashing is now more complex and makes us pay more
attention is great, but it also means we can't divide our attention at
all anymore. If I want to bash effectively, I can't talk to people, I
can't help newbies, I can't tab over and change my Pandora station.
That's a little bit harsh and a little bit demanding, especially now
that clearing an area does take 2x or 3x as long. If Rage decayed
slowly, say 5-10 every second after the timer ran out, then I could take
a moment out to answer a newbie's questions or talk to a buddy, lose a
few points of Rage, and then pick back up where I left off. Huge quality
of life difference.
I'm also of the opinion that 12 seconds is
still kinda short. It's manageable if you're hunting solo, (though any
interruption, hindrance, or spaced out denizens will ruin it) but
hunting in groups is not a professional sport. You always end up waiting
for someone to regain balance, or the leader lags and you're stuck
waiting on them to move, or someone had to run from that room and you
have to wait for them to re-follow, or you just want to talk to
the people you're bashing with for a second, and that makes your rage
evaporate every other room. I don't see the danger of making rage last
20 or even 30 seconds, honestly, unless you're specifically trying to
prevent hit-and-run bashing, which feels harsh on the lower-level
players who do a lot of hunting that way. Hell, even I have to
hit-and-run places like Moghedu and Dun Fortress if I'm in Lesserform.
I'm
still concerned about the affliction distribution. Sarapis, I know you
said you guys feel that multiclass will help with that, and I'm inclined
to trust you, but I have to say I'm skeptical. One, multiclass is going
to be expensive, and I'm not really sure how many folks are going to
walk around with 3 classes. Two, unless there are no restrictions or
limits on when/how often we can swap classes, I'm not going to swap
class just to hunt with someone for 20-40 minutes. Someone might have a
beneficial class for me, but that doesn't mean they're going to drop
their class they like to indulge me. Still suspect that reducing the
affliction pool or increasing the number of afflictions each class gets
would just be nice for everyone to find partners to coordinate with.
I
think the Knight classes should have at least one affliction in their
toolbox. I've mentioned that I can't find a useful situation for the
damage resists yet, maybe they're out there, but they must be rare, and
so the vast majority of the time, that makes me a parasite on a hunting
party, asking other folks to boost my attacks via afflictions, but not
offering anything in return. (Granted, that doesn't really matter unless
the aff-boosted attacks are worth using, but I really want them to be.) It also feels like Knights are also one of the most popular classes, so it's rough on everyone that we can't pitch in!
Broader, more conceptual thoughts:
I like Battlerage. I like what it's trying to do. I like the potential
of it. (And I definitely like the increased gold and XP I've been seeing
since it went in!) But the more I use it, the more it currently feels a
little hurried, a little tacked-on, even a little OOC. I think this is
primarily because of how disconnected it is from the rest of Achaea's
mechanics, it doesn't really respect any of Achaea's other systems:
It doesn't use Achaea's balances. It has its
cooldowns, but they feel more like other games' cooldowns instead of
Achaea. We have "free" class balances already, so if we aren't supposed
to spam these free Battlerage attacks together at will, why not a class balance for Battlerage that
functions like everything else we're used to? I can understand cooldowns
on the individual abilities, but at least make the 1-second
cooldown between abilities a formal Battlerage balance that
can be put on the prompt, like all our other balances.
It
doesn't respect Achaea's afflictions. We can use our Battlerage
abilities while prone, paralyzed, entangled, etc, and so none of these
attacks behave like other Achaean attacks, and aren't limited in any of
the ways Achaea's attacks are limited. (Though, oddly, they will miss
because of clumsiness!) These might just be bugs that I need to report,
but if not, they just remind me that Battlerage is an arbitrary mechanic
to make bashing more intersting, not an integrated part of the game
world, if that makes sense.
It isn't influenced by
stats. This might be intended, so that everyone bashes on the same
baseline, regardless of artefacts or statpacks, but I think there's some
lost potential in there. Stat-influenced Battlerage could either
encourage each class to embrace its "intended" stat packs, or it could
provide a dichotomy between "combat" and "hunting" specializations for
each class, or different stats could impact different Battlerage
abilities, to reward different statpacks. As a Runewarden, higher STR
might help Onslaught damage, while higher CON might increase Collide
damage, and higher INT might extend the duration/protection of Bulwark
and Safeguard. That would let different folks specialize in different
roles in a bashing party, which could be fun. It doesn't have to be
uniform, each class' Battlerage abilities might interact with stats
differently, but the fact that they currently don't interact with them
at all just feels like Battlerage is, again, an arbitrary addition that
doesn't respect any other Achaean mechanics.
It doesn't use
willpower or endurance. This might also be intentional, since it could
end up draining some classes (and Dragons) pretty quick since the idea
is to use them on loop. Honestly, whether Battlerage takes
willpower/endurance isn't a big deal, but in context with all of the
above, it's just another fundamental aspect of Achaea that Battlerage
ignores.
Aside from these, I think the largest obstacle to Battlerage being a
resounding success is that it added things for us to do while we bash,
but it didn't change how we bash. Is it more strategic? Yes. Does it
encourage coordination in groups? Absolutely. But at the end of the day,
bashing is still just mashing the same macro, just with some "freebies"
on the side. It's still pretty mindless, especially if you've whipped
up some convenience scripts to help you manage it. (And I use the term
"scripts" loosely, I just have a macro I press when I have 75 rage, that
fires the damage abilities one after another, 1 second apart.)
If
we're trying to make bashing more dynamic, instead of Battlerage being freebies
that we do on the side of our regular bashing attacks, make Battlerage
abilities things we do instead of our regular bashing attacks. If I've
saved up enough rage for my big damage attack, or if I'm trying to
coordinate with an ally by giving a key affliction so they can
capitalize on it, that should take my EQ/BAL action instead of slapping a
Battlerage ability onto my regular bashing attack. That would bashing feel less
like bashing, and more like PvE single or group combat, which could be fun. (To compensate for the lost DPS, the damage-based Battlerage
attacks would need to be buffed, and the affliction-based Battlerage
attacks could start inflicting damage of their own, so someone on
"support" duty is still contributing damage, just not with their boring
old bashing macro.)
I'm not trying to knock anyone's hard work. I know it's a new system, and given the scope of the project, I'm impressed how quickly it came together. I know tweaks are coming, I just wanted to throw some fodder into the think tank while it's still in its infancy.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
We all know that bashing will never be as complex as PK (this is a good thing). The addition of Battlerage initially had a lot of people coming up with class combos and strategies, but after people started crunching numbers we soon realized it wasn't worth it.
You will bash with 95% efficiency if you just make your attack macro bigbattlerageattack;smallbattlerageattack;bashingattack. Even if you went further than the 1 second cooldown and made BR attacks consume BR balance and use BR if used off cooldown/etc. it wouldn't make any strategic difference. People would just write more complex scripts to handle it.
When I used to bash, I was able to go AFK at will, chat with people, answer questions, etc. Now, unless I break automation rules, I can't help newbies or chat on clans or anything like that.
It's great that we added afflictions to bashing. Unfortunately, like Aerek, I don't feel all of them are useful. The fear/aeon ones are decent for honours mobs. But coordinating afflictions for extra damage attacks doesn't feel rewarding at all. Even if you doubled the current bonus it wouldn't feel powerful.
We've been informed that if you use battlerage most efficiently, you will bash at the same speed as you did before. Why? Additional complexity and features should increase your ability to bash 'perfectly' and more quickly. You shouldn't have to have a complex script to be able to bash as well as you did before. Gold drops have already been nerfed, a lot of classes have been nerfed significantly.
Dragon - used to be the absolute kings of bashing. Post-nerf it was barely above average. I really, really feel that Dragon should offer VERY significant bashing rewards. Quite bluntly, if I didn't already have dragon, I would have absolutely no interest in putting in the effort to get it now. It isn't a status symbol anymore, it isn't extremely powerful in fighting (it's still useful, but most of the time your lesserform class will be just as useful overall), and the bashing is lackluster for the amount of time you spend getting it. Please reconsider making Dragon the bonus it used to be.
Disclaimer: I'm an IG walking artefact lvl 106 dragon in mage form. I've found that it's about equal to before if one concentrates in bashing; if you don't you'll either die or bashing is stupidly slow.
Seriously - without using the battle rage abilities hunting red scorpions can make me wonder if they're immortal again.
This might discourafecne from bashing as much or it might reduce my interaction but it's definitely different to before.
I feel differently, in group you build up rage much faster, and the rotation changes. Yes for solo just its two more abilities and if you don't do that 'build up to X rage and then use battlerage' you will soon find a suiting rotation that let's you use your battlerage right as they come off Cooldown. In group you will just have more rage to spend on procing those afflictions if you don't want the affliction. From my experience most people will have the affliction line triggered to PT the affliction, so coordination just takes a bit to figure out the piece of the rage increase accordingly to others afflictions.
I highly suggest everyone spamming the damage battlerage abilities on their default attack alias/button to stop doing that. Bashing, even solo, changed a lot for me.
And, just because 2 is not enough, After the increased battlerage decay span, I feel it's too long, again, if you are building huge amounts of rage, you are doing something wrong. I think I would like to have that reduced, but rage won't fully reset, just fade away at a decent rate
12 second decay time to from wherever to zero seems overly punitive. If you're unlucky with timings, you can hit shield / be webbed / transfixed by two or more denizens for over 12 seconds, despite best efforts, especially in dragonform. Couple that with the balance / eq recovery time for dragon bashing and then time to move to new location with new target, and it's damned difficult to keep any rage.
Tharos, the Announcer of Delos shouts, "It's near the end of the egghunt and I still haven't figured out how to pronounce Clean-dat-hoo."
12 second decay time to from wherever to zero seems overly punitive. If you're unlucky with timings, you can hit shield / be webbed / transfixed by two or more denizens for over 12 seconds, despite best efforts, especially in dragonform. Couple that with the balance / eq recovery time for dragon bashing and then time to move to new location with new target, and it's damned difficult to keep any rage.
If you are with anyone else, their attacks will maintain your rage and avoid this issue unless everyone gets held down for 12s.
I'm impressed how quickly it came together. I know tweaks are coming, I just wanted to throw some fodder into the think tank while it's still in its infancy.
Quickly? We've been working on it since last fall!
I love how the battlerage stuff adds a certain layer of mainstream MMO bashing to Achaea, especially how everyone is creating GUIs with action bars for Mudlet, and the HTML5 client including them. Anything that adds a little modern flavour to Achaea while retaining its old-school MUD feel is a huge plus to me.
Just one question. Are battlerage artefacts being considered? Slower decay time, faster rage building, damage, etc. Anything at all?
Currently, no, battlerage artefacts aren't being considered, but that may change down the road, we'll see. The system needs some time to shake out and we'll no doubt be making further changes/tweaks here and there to it first.
Liking it as it stands, I am glad a lot of the initial bugs were sorted quickly, glad my endurance and willpower are no longer screwed Hunting is still one of my favourite pastimes, but now it comes with an added... something. Thanks Boss
I really would prefer if no artefacts for battlerage were included. The last thing we want is people not wanting to hunt with each other because they don't have this artie or that...
And you won't understand the cause of your grief...
@Shirszae I'm not so sure - if it's done right and well, it may make someone more desirable for group hunting.
If someone, hypothetically speaking, got an artefact that allowed an affliction to stay on a denizen for the whole span of time, despite battlerage attacks using it, I would want to hunt with that person - it would mean that the party could dogpile a target with their fourth battlerage skill without worrying about using up the affliction.
That would make me so~ happy. And encourage group hunting.
@Shirszae I'm not so sure - if it's done right and well, it may make someone more desirable for group hunting.
If someone, hypothetically speaking, got an artefact that allowed an affliction to stay on a denizen for the whole span of time, despite battlerage attacks using it, I would want to hunt with that person - it would mean that the party could dogpile a target with their fourth battlerage skill without worrying about using up the affliction.
That would make me so~ happy. And encourage group hunting.
But that's the point. People would want to hunt with someone with that artefact, to the exclusion of people who did not have it. I know there are artefacts that already skew hunting in some manner, like health rings and such that indirectly affect things, but I really don't believe more are needed.
Battlerage encourages group hunting as it is.
And you won't understand the cause of your grief...
I'm wonder how much this happens (and it seems almost impossible to verify, other than just having a good feel for what seems to be happening there). It seems like it certainly could happen (i.e. people tending to gravitate towards heavily artied hunting companions, maybe not even necessarily excluding people with any intent, but simply gravitating towards the guy with the right toys).
If they just allowed you to use abilities more often, or for those abilities to do more damage, they'd be no more likely to result in people being excluded than any existing artefact.
It's also not like a raid group in something like WoW where you only have a set number of spaces (and need a certain group setup). You might prefer that somebody have an artefact but I can't see anybody not taking them just because they don't have it, even if you also have somebody of the same class with that artefact willing to go along.
It would probably depend a lot on whether including poor Mr. Unartied can still enhance each group member's "take" for time invested in terms of XP and gold or not, either by being more efficient in the areas they planned on hunting in the first place, or being able to move to even stronger areas (this is trickier because the group has to be able to match its composition to those areas, those areas have to exist, and it has to be more lucrative for time invested than their original plan).
Of course peope can be nice and just always invite people, and people do try to do that, but it's always better if people are incentivized to do the thing you want (in this case, including people). I honestly have no idea if it's an actual problem or not though.
I also might as well ask, since it seems like a lot of initial kinks are already fixed. Should Jules the not-early-adopter-person go play with this some more now? Or should I hold off just a bit longer?
Just checked to see if Party gives an XP boost here. Unless it's in an announce, it doesn't look like it does. It might be worth considering to bolster group hunting/inclusive behavior. I assume it's come up at some point already, but seems relevant right now.
Overall exp is, theoretically, boosted a fair bit if you hunt in a party. If they're actively attacking, and not just leeching from the rest/other person. Your kill time is going to outpace the loss of exp you get from it being shared between people.
edit: assuming hunting appropriate areas, and not spots way below yours guys' level.
How does group size work with it? I mean, is there an optimum group size (in terms of XP/gold per increment of time)? If there is, it's almost group cap in a way. I don't know, I am asking.
If it's the same as other games... 2 people is 75% each, 3 people is ~60% if I remember correctly. More than that, is really not feasible to be honest. 4 people is too much to be hunting pretty much everywhere.
edit: I'd assume exp is the same.. every other formula is the same as other ire games.
Hrm, Groups already covers it, at least in theory. I guess the question is whether a 4 person "cap" of sorts is the right number. If it's unlimited, people will scream (maybe rightly) that you can't just have a huge group going around smashing things. Anyway, it does seem like it could lead to the sort of thing Shirszae mentioned with artifacts, not because people are specifically trying to be exclusionary, but because they'll want to optimize their group.
Ignoring the xp boost for hunting with mentors/proteges/housemates, the more people you have the lower the xp per time per person is. If two people at the same level can each get 10% per hour solo, then hunting together they would get slightly less than 20% per hour total (significantly less if you can't bash together well and it slows you down). Solo hunting is still nearly always better than group hunting in the same area, assuming it's an area you can handle solo.
The real advantage is being able to hunt more difficult areas in a group than you could solo (which is impossible to generalise, so there's no way to say what the optimal group size is or how much it increases xp gain). In the past, this wasn't really an advantage because you'd still be greatly limited by the availability of denizens, it just helped to mitigate the disadvantages of group hunting. Now that the effective supply of denizens has increased a lot, it's likely that group hunting in higher level areas that you can't handle yourself is better than solo hunting. Probably not a lot better, though.
I wonder what's better, the battlerage pure damage attacks (like Psiblast) or the DoT attacks like Dragonblaze
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
Personally, I hunt with people I like. I don't care what arties they have. It honestly makes no difference to me whether you have a level 3 crit pendant or not. I see no reason to assume that people are going to stop spending time with loved ones over hunting changes. If you're not my friend(and or entertaining enough to be considered for the list), I don't hunt with you. I don't care if you have maxed out arties or not. I think this whole artefact argument is getting spun out of proportion just as something else to complain about.
Tl;dr I hunted with scrubs before the changes, why would that change now?
I think what you and others are saying (Sena) is that the larger effective supply is based on the assumption that a lot more people will be group hunting a lot, and using areas which I am assuming tended to go untouched, so basically, bringing existing resources that weren't tapped very much before into play (correct me if wrong).
If what you just said about group hunting vs. solo under this new system is true though (and I haven't misunderstood where the bigger effective supply is coming from), then once the novelty wears off here, most people will likely still be hunting solo, which is fine, and we never wanted to force people to hunt in groups because it's unreliable, but there very well might not be a bigger (effective) supply of denizens. I like the idea of tapping existing areas (they're there, and the player base is hungry, so yeah, find a way for people to be able to tap them), but totally separate from the artie question, it might need more incentives from what you're telling me. I mean, so that people are actually trying to hunt those areas first, not frantically trying to get a group together when everyone realizes all of the "solo" areas are bashed out.
Comments
Smaller, mechanical critiques:
Broader, more conceptual thoughts:
Aside from these, I think the largest obstacle to Battlerage being a resounding success is that it added things for us to do while we bash, but it didn't change how we bash. Is it more strategic? Yes. Does it encourage coordination in groups? Absolutely. But at the end of the day, bashing is still just mashing the same macro, just with some "freebies" on the side. It's still pretty mindless, especially if you've whipped up some convenience scripts to help you manage it. (And I use the term "scripts" loosely, I just have a macro I press when I have 75 rage, that fires the damage abilities one after another, 1 second apart.)
If we're trying to make bashing more dynamic, instead of Battlerage being freebies that we do on the side of our regular bashing attacks, make Battlerage abilities things we do instead of our regular bashing attacks. If I've saved up enough rage for my big damage attack, or if I'm trying to coordinate with an ally by giving a key affliction so they can capitalize on it, that should take my EQ/BAL action instead of slapping a Battlerage ability onto my regular bashing attack. That would bashing feel less like bashing, and more like PvE single or group combat, which could be fun. (To compensate for the lost DPS, the damage-based Battlerage attacks would need to be buffed, and the affliction-based Battlerage attacks could start inflicting damage of their own, so someone on "support" duty is still contributing damage, just not with their boring old bashing macro.)
I'm not trying to knock anyone's hard work. I know it's a new system, and given the scope of the project, I'm impressed how quickly it came together. I know tweaks are coming, I just wanted to throw some fodder into the think tank while it's still in its infancy.
We all know that bashing will never be as complex as PK (this is a good thing). The addition of Battlerage initially had a lot of people coming up with class combos and strategies, but after people started crunching numbers we soon realized it wasn't worth it.
You will bash with 95% efficiency if you just make your attack macro bigbattlerageattack;smallbattlerageattack;bashingattack. Even if you went further than the 1 second cooldown and made BR attacks consume BR balance and use BR if used off cooldown/etc. it wouldn't make any strategic difference. People would just write more complex scripts to handle it.
When I used to bash, I was able to go AFK at will, chat with people, answer questions, etc. Now, unless I break automation rules, I can't help newbies or chat on clans or anything like that.
It's great that we added afflictions to bashing. Unfortunately, like Aerek, I don't feel all of them are useful. The fear/aeon ones are decent for honours mobs. But coordinating afflictions for extra damage attacks doesn't feel rewarding at all. Even if you doubled the current bonus it wouldn't feel powerful.
We've been informed that if you use battlerage most efficiently, you will bash at the same speed as you did before. Why? Additional complexity and features should increase your ability to bash 'perfectly' and more quickly. You shouldn't have to have a complex script to be able to bash as well as you did before. Gold drops have already been nerfed, a lot of classes have been nerfed significantly.
Dragon - used to be the absolute kings of bashing. Post-nerf it was barely above average. I really, really feel that Dragon should offer VERY significant bashing rewards. Quite bluntly, if I didn't already have dragon, I would have absolutely no interest in putting in the effort to get it now. It isn't a status symbol anymore, it isn't extremely powerful in fighting (it's still useful, but most of the time your lesserform class will be just as useful overall), and the bashing is lackluster for the amount of time you spend getting it. Please reconsider making Dragon the bonus it used to be.
Seriously - without using the battle rage abilities hunting red scorpions can make me wonder if they're immortal again.
This might discourafecne from bashing as much or it might reduce my interaction but it's definitely different to before.
I highly suggest everyone spamming the damage battlerage abilities on their default attack alias/button to stop doing that.
Bashing, even solo, changed a lot for me.
And, just because 2 is not enough, After the increased battlerage decay span, I feel it's too long, again, if you are building huge amounts of rage, you are doing something wrong. I think I would like to have that reduced, but rage won't fully reset, just fade away at a decent rate
Just one question. Are battlerage artefacts being considered? Slower decay time, faster rage building, damage, etc. Anything at all?
Thanks Boss
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
If someone, hypothetically speaking, got an artefact that allowed an affliction to stay on a denizen for the whole span of time, despite battlerage attacks using it, I would want to hunt with that person - it would mean that the party could dogpile a target with their fourth battlerage skill without worrying about using up the affliction.
That would make me so~ happy. And encourage group hunting.
Battlerage encourages group hunting as it is.
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
It's also not like a raid group in something like WoW where you only have a set number of spaces (and need a certain group setup). You might prefer that somebody have an artefact but I can't see anybody not taking them just because they don't have it, even if you also have somebody of the same class with that artefact willing to go along.
Results of disembowel testing | Knight limb counter | GMCP AB files
Of course peope can be nice and just always invite people, and people do try to do that, but it's always better if people are incentivized to do the thing you want (in this case, including people). I honestly have no idea if it's an actual problem or not though.
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
edit: assuming hunting appropriate areas, and not spots way below yours guys' level.
edit: I'd assume exp is the same.. every other formula is the same as other ire games.
Hrm, Groups already covers it, at least in theory. I guess the question is whether a 4 person "cap" of sorts is the right number. If it's unlimited, people will scream (maybe rightly) that you can't just have a huge group going around smashing things. Anyway, it does seem like it could lead to the sort of thing Shirszae mentioned with artifacts, not because people are specifically trying to be exclusionary, but because they'll want to optimize their group.
The real advantage is being able to hunt more difficult areas in a group than you could solo (which is impossible to generalise, so there's no way to say what the optimal group size is or how much it increases xp gain). In the past, this wasn't really an advantage because you'd still be greatly limited by the availability of denizens, it just helped to mitigate the disadvantages of group hunting. Now that the effective supply of denizens has increased a lot, it's likely that group hunting in higher level areas that you can't handle yourself is better than solo hunting. Probably not a lot better, though.
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Tl;dr I hunted with scrubs before the changes, why would that change now?
I think what you and others are saying (Sena) is that the larger effective supply is based on the assumption that a lot more people will be group hunting a lot, and using areas which I am assuming tended to go untouched, so basically, bringing existing resources that weren't tapped very much before into play (correct me if wrong).
If what you just said about group hunting vs. solo under this new system is true though (and I haven't misunderstood where the bigger effective supply is coming from), then once the novelty wears off here, most people will likely still be hunting solo, which is fine, and we never wanted to force people to hunt in groups because it's unreliable, but there very well might not be a bigger (effective) supply of denizens. I like the idea of tapping existing areas (they're there, and the player base is hungry, so yeah, find a way for people to be able to tap them), but totally separate from the artie question, it might need more incentives from what you're telling me. I mean, so that people are actually trying to hunt those areas first, not frantically trying to get a group together when everyone realizes all of the "solo" areas are bashed out.