Forums » General Pantheon Discussion

Crowd control class

    • 247 posts
    March 18, 2021 9:01 PM PDT

    Oh trust me I by no means expected to have a perfect game I'm just like I said wasting my opinion because I want the best game. But yes we don't know how everything's going to match up but sometimes like you said you can see something go down it's just really correct. And hell we know that the devil's coming to the forums but I don't think that read everything. And at least being able to debate well something that we might feel is overpowered or underpowered gives us something to talk about on the game until it comes out lol

    Hell we all know that everybody who's playing is going to be somewhat competitive We all want the best class and we all want to play the best class lol

    You know realistically There are several changes within pretty much all the classes that can happen that was played in the last play session. The dire lord's ability to self heal which has been posed as the way that they will mitigate not having plate armor seem to be hardly there. Low DPS from the wizard some of that was the play style but some of it also seems to be just needed across the board increase. The shaman debuff and DPS possibly could work but I will say that the healing of powers and stacking healing with the shaman was pretty sweet. And then of course the rogue being OP at least there is easy ways to change this they could make smoke trick require a regnant maybe increase the recast time. Knock it down to where the mob only ignores the rogue. But we'll go straight to the other group members. Could also bring back the anti stealth due to light but maybe reduce the range of a torch light. I do believe the devs will be adjusting all the classes as we play through pre-alpha and alpha but I also think that since this is crowdfunded in a community we should voice our opinions but don't expect them to be To do what we are asking because they do have something in mind but we might be able to bring something like that they didn't see.

    Triple post consolidated into a single post to follow the official guidelines.

    Please only post once in reply and edit your post if needed, so not post back to back posts, it is considered double posting and against the guidelines plus considered poor forum etiquette. 


    This post was edited by VR-Mod1 at March 19, 2021 3:27 PM PDT
    • 287 posts
    March 19, 2021 1:53 PM PDT

    Class balance boils down to a fairly simple equation:

    Ap + As + O + D = Class desirability

    Where:

    Ap = Primary ability strength (tank, healer, cc, etc)

    As = Secondary ability strength (same as above)

    O = Offensive ability strength

    D = Defensive ability strength

    and where each of the above is rated in terms of its desirability in a typical group.  One tank is an almost absolute requirement for a group as is one healer.  A secondary tank or healer is generally not wanted.  Every class can be rated in terms of how strong its offense is as well as its defense, e.g. cloth armor and lack of defensive spells is basically a 0 but a tank with plate armor and lots of save-my-ass abilities is very high.  Once you set appropriate values for each of those and add them all up you can begin the balancing process.

    Balance should be calculated for max level, max everything with the best possible spec.  They should also, with less weight given to the outcomes, be calculated at 2 or 3 intervals along the leveling curve.

    Many games, for the sake of "fun", ignore balance and do things like give tanks strong offensive capability so it doesn't take them 3 weeks to kill a mob.  The trouble with that is it creates a class that is always wanted (because it's a tank) and can still fill a dps role while being a very low burden on the healer.  When dps players outnumber tanks 10 to 1, giving up a dps slot to a tank reduces dps classes to second-rate citizens.  Now everyone wants to roll a tank, especially one that has any kind of healing ability even if minor.

    Either have a role-based system with unique, strongly defined roles and abilities with minimal overlap (EQ1) or abandon the whole thing and go with a classless system that lets players pick and choose the abilities they want in any combination.  Trying to make everyone happy with some strange middle ground will only alienate the players Pantheon is aimed at, to wit: WoW's class system that eventually gave everyone everyone else's abilities, making all the classes essentially the same.

     Edit to provide a clear example:

    Rogues and rangers wear the same armor.  Where rangers are typically pet classes rogues are not.  Both typically have similar defensive capabilities, beit CC, stuns or what have you.  But because rangers do their damage from a distance they are automatically less of a resource drain on healers (nevermind the ranger stereotypes...) which raises their defensive potential by a lot.  There is no way a ranger should ever out-dps a rogue who has to get up close and personal with the mob yet most games try to match their dps potential.  Many even assume that a pet isn't always available so that shouldn't be part of the balance calculation resulting in rangers with pets significantly out-dpsing rogues despite being at range and taking far less damage.  Why, then, would anyone choose rogue over ranger, either to play or to invite to your group?

    It's a similar problem for rangers versus wizards.  Wizards are usually a one-trick-pony, pure dps, that can maybe teleport in some limited capacity.  They also wear toilet paper for armor and have extremely limited defensive abilities.  Paper cannons and mana sponges for healers. Wizards should out-dps rangers by a pretty strong margin yet rarely do.  Worse, casters have next to zero mobility, having to stand still to cast, but rangers can shoot (and melee can stab) while running.  Casters also have a limited damage resource, mana, and rangers can shoot non-stop all day long.  Casters have long gotten the crappy end of the stick in class balance.

     


    This post was edited by Akilae at March 19, 2021 2:07 PM PDT
    • 1436 posts
    March 19, 2021 2:51 PM PDT
    i like your math not math math :D
    imma try it out
    tank subtracts damage taken
    healer adds total damage that can be taken
    dps equals time taken to clear encounter
    crowd control divides damage taken

    so the flipside would be how are the encounters designed? the easy answer would be to add more mobs to make cc desirable. what current mmo encounter trends has done was actually have tanks that could take more abuse, hold aoe threat and have high aoe damage.

    what the encounter should be doing to make cc more desirable are the conditions the mobs become a threat. this mob plus that mob will 3 shot anyone regardless of defenses.
    this could be setup with the dispositions.

    as far as class designs go, i think devs want to give a flexible set of abilities to all classes, but restrict them to specific tasks.
    if i cc its all i can do, if i heal, its all i can do, etc etc. maybe a sprinkle or two into another set.

    it's more a less a stop gap measure to prevent 'class discrimination' everybody knows what its like to be a lower tier class. quite frankly i don't really care if i play a d tier class and get replaced by a top tier dps rogue that thinks he's hot **** and everybody wants him because he's the number one rouge. i'll kick his ass in pvp tho. mezz him off a cliff feels good man.
    • 1484 posts
    March 19, 2021 3:06 PM PDT

    Akilae said:

    Class balance boils down to a fairly simple equation:

    Ap + As + O + D = Class desirability

    Where:

    Ap = Primary ability strength (tank, healer, cc, etc)

    As = Secondary ability strength (same as above)

    O = Offensive ability strength

    D = Defensive ability strength

    and where each of the above is rated in terms of its desirability in a typical group.  One tank is an almost absolute requirement for a group as is one healer.  A secondary tank or healer is generally not wanted.  Every class can be rated in terms of how strong its offense is as well as its defense, e.g. cloth armor and lack of defensive spells is basically a 0 but a tank with plate armor and lots of save-my-ass abilities is very high.  Once you set appropriate values for each of those and add them all up you can begin the balancing process.

    Balance should be calculated for max level, max everything with the best possible spec.  They should also, with less weight given to the outcomes, be calculated at 2 or 3 intervals along the leveling curve.

    Many games, for the sake of "fun", ignore balance and do things like give tanks strong offensive capability so it doesn't take them 3 weeks to kill a mob.  The trouble with that is it creates a class that is always wanted (because it's a tank) and can still fill a dps role while being a very low burden on the healer.  When dps players outnumber tanks 10 to 1, giving up a dps slot to a tank reduces dps classes to second-rate citizens.  Now everyone wants to roll a tank, especially one that has any kind of healing ability even if minor.

    Either have a role-based system with unique, strongly defined roles and abilities with minimal overlap (EQ1) or abandon the whole thing and go with a classless system that lets players pick and choose the abilities they want in any combination.  Trying to make everyone happy with some strange middle ground will only alienate the players Pantheon is aimed at, to wit: WoW's class system that eventually gave everyone everyone else's abilities, making all the classes essentially the same.

     Edit to provide a clear example:

    Rogues and rangers wear the same armor.  Where rangers are typically pet classes rogues are not.  Both typically have similar defensive capabilities, beit CC, stuns or what have you.  But because rangers do their damage from a distance they are automatically less of a resource drain on healers (nevermind the ranger stereotypes...) which raises their defensive potential by a lot.  There is no way a ranger should ever out-dps a rogue who has to get up close and personal with the mob yet most games try to match their dps potential.  Many even assume that a pet isn't always available so that shouldn't be part of the balance calculation resulting in rangers with pets significantly out-dpsing rogues despite being at range and taking far less damage.  Why, then, would anyone choose rogue over ranger, either to play or to invite to your group?

    It's a similar problem for rangers versus wizards.  Wizards are usually a one-trick-pony, pure dps, that can maybe teleport in some limited capacity.  They also wear toilet paper for armor and have extremely limited defensive abilities.  Paper cannons and mana sponges for healers. Wizards should out-dps rangers by a pretty strong margin yet rarely do.  Worse, casters have next to zero mobility, having to stand still to cast, but rangers can shoot (and melee can stab) while running.  Casters also have a limited damage resource, mana, and rangers can shoot non-stop all day long.  Casters have long gotten the crappy end of the stick in class balance.

     

     

    This is entirely empiric and not really offering any side solutions. If other melees can't match the DPS of rogues then rogues will be stacked like they were in EQ and no one will want any of others.

     

    If ranger pays a heavy toll for not beeing a rogue, and pay a second one for not beeing a wizard, then why even making ranger a class ? They all should deal DPS in a 5 to 10% margin from lowest to highest, but their tools and additionnal benefits should be what differenciate them from others. You're advocating for casters by reducing the fact they have a general easier life with teleports, gates, invisibilities or such, however you class mobility, survival and ressource as an edge other classes might have over them.

     

    It's not just a matter of aligning numbers and making them betters for the classes you prefer, the game has to be played by many, and every class should fit a role or necessity that makes them desirable, which should start by making them attractive for their main role at the very same scale.

    • 2644 posts
    March 19, 2021 3:35 PM PDT

    Raidil said:

    Hell we all know that everybody who's playing is going to be somewhat competitive

    We all want the best class and we all want to play the best class lol

    You are wrong. 

    Some players are competitive. Some like me are not. As has been said countless times, Pantheon focuses strongly on cooperative play and teamwork. I want to make friends and have FUN with them. I don't care about playing the "best" class. I don't care how I 'rank' compared to other players. I don't care how much XP my group/guild is making compared to any other. As long as my friends and I have fun when we play, I don't care if it takes YEARS for us to reach level cap.

     

    • 1436 posts
    March 19, 2021 3:44 PM PDT
    yess join me brother in the enchanter f tier class. it maybe be lonely down here and we can mezz those filthy top tier classes into the abyss >=D

    like my pops use to say, the rifle is only as good as the idiot shooting it. don't make u a better man just because u can push a red button and win it all. u gotta know and understand. that's what makes that idiot a man and a button pusher a fool.
    • 1436 posts
    March 19, 2021 3:47 PM PDT
    or was it tool? i don't remember. sorry kilsin no edit button on mobile....
    • 729 posts
    March 19, 2021 3:58 PM PDT

    This whole thread is an example of over-thinking things until a confused frustration causes a feedback loop of poopy brain ache.

    Nothing is set in stone.

    The game already contains enough variation to warrant many group builds.

     Plus the point of the game is to have fun with friends.  

     

    Want 5 bards in the group and call yourself the traveling toto's?  Do it.

    Want to take all tanks and just march until you create the biggest train anyone has ever seen? Do it. 

     

    Seek the fun, let the worry die. 

    • 100 posts
    March 19, 2021 4:35 PM PDT

    Class balance is easy it's X + Y + Z = Fun and balanced game


    This post was edited by Khraag at March 19, 2021 4:38 PM PDT
    • 247 posts
    March 19, 2021 4:36 PM PDT
    This is what I hope is it becomes a fun game with meaningful classes. sure I expect and hope that you can do something with three or four people with maybe not perfect classes. But that doesn't mean you're going to dive deep into a dungeon That might mean you're sitting outside pulling lions and bears at an okay pace. or maybe you go into a dungeon but you go into an area where you know you're not going to get multiple ads beyond what can controlled with a regular team. I do hope and expect that you know if you're going to go deep into a dungeon and areas that is going to require that enchanter or bard that's going to be there to help crowd control and if you don't have one your party that you're going to look for one and make new friends because that was about socializing and making new friends and enjoying an environment. I want classes to be meaningful I don't want a wow everybody can do everything. I won't be able to play a group with two tanks and a healer and a DPS and sit in the corner and be able to fight and if we get two of them the second tank will just hold the one temporarily while they finish the first.

    I want dungeons to be scary or you're worried about going into them without people you trust or at least have that guild backing you up so stuff goes wrong you can call up your buddies and your guild that'll come and dig your body out of the depths of Lord Bob's tomb.
    • 2644 posts
    March 19, 2021 4:42 PM PDT

    StoneFish said:

    This whole thread is an example of over-thinking things until a confused frustration causes a feedback loop of poopy brain ache.

     Seek the fun, let the worry die. 

    This post should win an award.

    • 46 posts
    March 19, 2021 11:04 PM PDT

    Raidil said: So currently in Pantheon we're supposed to have a four distinct class makeups. We have the tank We have the DPS and we have the healer and then as with EQ we were supposed to have crowd control class. But from what I've seen from last streams this last class grouping we no longer need. So a a group will no longer need a secondary tank or one the secondary thing because they're not going to need to be off taking anything. Your Your DPS classes have this locked down Your monk is able to off tank and add mass DPS. Then you got the rogue who can crown control multiple mobs massively. So why bring an extra tank everyone's looking for a room there's no no reason for this. Then when you consider would be the crowd control classes bard enchanter possibly the necromancer what's the point of bringing up a crowd control is already being handled Well. So what do they really bring The DPS is not going to be as high as the has the DPS classes who seem to be able to crowd control just as well as what they probably will or as well as what you would need an enchanter to. So why do we need these classes anymore then goodbye having secondary tanks in groups when there's when there's no enchanter available. Say goodbye to having a secondary tank in group anyways with that role being field by the DPS classes.

     

    In pre alfa things are done testest and tweaked. Things are also tested and tweaked in Alfa and Beta. Some of the pre-alfa tests are being broadcast to

    the  public. This is to help promote the game to help more people get involved and get interested in it. Many changes will be made between now and the

    release of the game. Think of it like Chuck Yeager breaking the speed of sound for the first time in a plane and then knowing what changes have to be

    made while breaking the sound bearer. Then he has to figure out how to land the plane without crashing. In-game testing they don't have to figure out how

    to land the plane just make tests and adjustments according to how the tests went. 

    • 46 posts
    March 19, 2021 11:26 PM PDT

    StoneFish said:

    This whole thread is an example of over-thinking things until a confused frustration causes a feedback loop of poopy brain ache.

    Nothing is set in stone.

    The game already contains enough variation to warrant many group builds.

     Plus the point of the game is to have fun with friends.  

     

    Want 5 bards in the group and call yourself the traveling toto's?  Do it.

    Want to take all tanks and just march until you create the biggest train anyone has ever seen? Do it. 

     

    Seek the fun, let the worry die. 

    That is so Awesome... I got a good laugh out of that. Thanks so much. Especially the part where you take all tanks and march until you create the biggest train ever!!!

     

    • 2756 posts
    March 20, 2021 6:02 AM PDT

    Jothany said:

    Raidil said:

    Hell we all know that everybody who's playing is going to be somewhat competitive

    We all want the best class and we all want to play the best class lol

    You are wrong. 

    Some players are competitive. Some like me are not. As has been said countless times, Pantheon focuses strongly on cooperative play and teamwork. I want to make friends and have FUN with them. I don't care about playing the "best" class. I don't care how I 'rank' compared to other players. I don't care how much XP my group/guild is making compared to any other. As long as my friends and I have fun when we play, I don't care if it takes YEARS for us to reach level cap.

    Veru much, yes.

    StoneFish said:

    This whole thread is an example of over-thinking things until a confused frustration causes a feedback loop of poopy brain ache.

    Nothing is set in stone.

    The game already contains enough variation to warrant many group builds.

    Plus the point of the game is to have fun with friends.

    Want 5 bards in the group and call yourself the traveling toto's?  Do it.

    Want to take all tanks and just march until you create the biggest train anyone has ever seen? Do it. 

    Seek the fun, let the worry die. 

    And yes!

    Some players enjoy the minmaxing and the competitive comparisons and that's fine.

    Let's enjoy discussing it, too.  We're all interested.

    Let's just not take it too seriously A) This early and B) Because it's a game with friends.

    • 247 posts
    March 20, 2021 7:54 AM PDT
    Okay so another one of those comments of his pre-alpha don't worry about stuff. This is the time that we should cuz it's pre-alpha it's when major changes get made. maybe we've seen something or have felt something changed to a point that they didn't realize AKA the devs.

    And I do have concern because we were promised for architect types DPS tanks healers and crowd control. I'm an old school EQ player I really liked feeling like I had a specific role. If we're going to remove rolls or blend roles to the point that roles don't matter I should have just played wow there's no reason for me to stick around for this game if we're not going to have that architect type play that Brad promised us
    with 4 architect types.

    Nobody has really came out and drove deep into this new support architect type most of us feel that is still just a different name for what we've been promised the crowd control. in the last play session there was the no longer need for a class specializing in crowd control eliminating the need for that architect type So now we're back to just the three basic needs DPS tank healer. It's one thing to have a moderate ability in this area and I mean very very moderate but you shouldn't expect to go deep into a dungeon without having the basic architects which are supposed to be 4. It's one thing to pull single pull mobs and maybe get a double here or there and not need all four architectural play styles. But when you're going deep into a dungeon it should be outright extremely dangerous to not have all four. And also having a need for four play styles also means it adds to the social aspect of looking and meeting new friends because you need that forth.
    • 2756 posts
    March 20, 2021 11:37 AM PDT

    Discussing concerns and the possibilities is great.

    Assuming the worst and making pessimistic presumptions based on very early game play of an incomplete game is a bit pointless.

    Yes we have been told utility, including crowd control, will be very important to Pantheon.

    But we were not told that the last stream represents what will be in the final game regarding utility and crowd control, in fact we know, since there are at least two classes with crowd control not even seen yet, that it definitely isn't representative and we know, since we are only at pre-alpha and not about to launch, that things are going to change a lot in the coming months and years.

    Yes, it's pre-Alpha, because of that and the many other reasons mentioned, don't worry hehe.  There's no need.

    Worry    /ˈwʌri/
    Verb
    Feel or cause to feel anxious or troubled about actual or potential problems.
    "he worried about his soldier sons in the war"

    Don't worry, because what you are suggesting is not an actual problem and we don't even have any reason to believe it is a potential problem.

    • 46 posts
    March 20, 2021 12:42 PM PDT

    Its kind of funny how some people treat the PRE Alpha as if the game has been released for six months already.