The Great Wildness?

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Lore#3772 wrote:
Is funny how many of you have an opinion of “instant death” widdled in you from other game experiences.

PvP doesn’t even exist here yet and you’ve judged what it will be before it exists because of your past experiences with other games.

You are basing your argument off of damage numbers applied to other monsters in the game.

When I say it’s as easy as isolating the over performing stats and applying a line of penalty code as well as player damage mitigation boosting for that area it is literally that easy.

Will over performers pop up here and there? Yeah. Can you just apply a new area penalty to balance? Yeah.

The problem is too many of you want perfection. RuneScape is still popular for a reason. Someday people will figure it out

It’s a very simple equation.

Like so infinitely simple that it’s laughable no one else can implement anything even close.


Runescape also has a very simple rock paper scissors combat system that insanely simple to balance. Even in RS magic builds dominated PVP by slowing you and then just nuking you before you could get to them.

If it's so simple please type out all of the scaling numbers for every skill. Every passive. Every item. And don't forget the support gems and the quadratic scaling or multiplicative scaling of thing. Please also type out the proc chains and coefficient that are balanced for every thing in the game.
Last edited by DankWeebTrash#7386 on Jun 8, 2025, 4:50:04 PM
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Lore#3772 wrote:
Is funny how many of you have an opinion of “instant death” widdled in you from other game experiences.

PvP doesn’t even exist here yet and you’ve judged what it will be before it exists because of your past experiences with other games.

You are basing your argument off of damage numbers applied to other monsters in the game.

When I say it’s as easy as isolating the over performing stats and applying a line of penalty code as well as player damage mitigation boosting for that area it is literally that easy.

Will over performers pop up here and there? Yeah. Can you just apply a new area penalty to balance? Yeah.

The problem is too many of you want perfection. RuneScape is still popular for a reason. Someday people will figure it out

It’s a very simple equation.

Like so infinitely simple that it’s laughable no one else can implement anything even close.


Runescape also has a very simple rock paper scissors combat system that insanely simple to balance. Even in RS magic builds dominated PVP by slowing you and then just nuking you before you could get to them.


Yeah. Every game has something that overperforms in PvP. Wait till you hear about the $120,000 Diablo 2 weapon.

Last edited by Lore#3772 on Jun 8, 2025, 4:51:42 PM
Go play D2 or OSRS then.... As a developer myself, the task of balancing this game for PvP is absolutely insane.

Outside of having 12 or so predetermined classes they specifically designed for PvP to pick from when you go in... it's just not feasible.
Last edited by DankWeebTrash#7386 on Jun 8, 2025, 4:52:57 PM
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Lore#3772 wrote:
Is funny how many of you have an opinion of “instant death” widdled in you from other game experiences.

PvP doesn’t even exist here yet and you’ve judged what it will be before it exists because of your past experiences with other games.

You are basing your argument off of damage numbers applied to other monsters in the game.

When I say it’s as easy as isolating the over performing stats and applying a line of penalty code as well as player damage mitigation boosting for that area it is literally that easy.

Will over performers pop up here and there? Yeah. Can you just apply a new area penalty to balance? Yeah.

The problem is too many of you want perfection. RuneScape is still popular for a reason. Someday people will figure it out

It’s a very simple equation.

Like so infinitely simple that it’s laughable no one else can implement anything even close.


Runescape also has a very simple rock paper scissors combat system that insanely simple to balance. Even in RS magic builds dominated PVP by slowing you and then just nuking you before you could get to them.

If it's so simple please type out all of the scaling numbers for every skill. Every passive. Every item. And don't forget the support gems and the quadratic scaling or multiplicative scaling of thing. Please also type out the proc chains and coefficient that are balanced for every thing in the game.


You mean kinda like spell damage, attack damage, chaos damage? Combat triangle?

GGG already said they can simulate hundreds of thousands of hours of player time in a day. Ain’t that hard to balance after you set up the zone itself.

The biggest hurdle will be coding the zone itself and ensuring you have the ability to host X number of players stable per zone hosted.

Balancing is the easiest part.

The return on investment is an activity for end game players to have fun with and an activity for guilds to center around outside of repetitious end game activities.
Last edited by Lore#3772 on Jun 8, 2025, 4:57:34 PM
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You mean kinda like spell damage, attack damage, chaos damage? Combat triangle?


If you think those are the only stats and abilities that go on in this game is hate to break it to you.

But the amount of data you are balancing is everything in this website https://poe2db.tw/us/

If you go to the skill gems you can see all the hidden stats they have
Last edited by DankWeebTrash#7386 on Jun 8, 2025, 4:57:42 PM
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You mean kinda like spell damage, attack damage, chaos damage? Combat triangle?


If you think those are the only stats and abilities that go on in this game is hate to break it to you.

But the amount of data you are balancing is everything in this website https://poe2db.tw/us/

If you go to the skill gems you can see all the hidden stats they have


lol no. The amount of data I am balancing is what is the highest total life pool achievable by players.

What is the highest achievable dps. Convert highest achievable dps into X% of player health pool.

If highest health pool is 1000 and I cap dps at 100, for all builds what happens?

How can you get one shot?

Complicated balance is stupid. Do rough balance then refine as suited.

Good god have you all been indoctrinated to reinvent the wheel so hard. Biggest psyop of all time.

For some reason a huge majority of the world thinks they can reinvent the wheel.
Last edited by Lore#3772 on Jun 8, 2025, 5:01:31 PM
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Lore#3772 wrote:
"
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You mean kinda like spell damage, attack damage, chaos damage? Combat triangle?


If you think those are the only stats and abilities that go on in this game is hate to break it to you.

But the amount of data you are balancing is everything in this website https://poe2db.tw/us/

If you go to the skill gems you can see all the hidden stats they have


lol no. The amount of data I am balancing is what is the highest total life pool achievable by players.

What is the highest achievable dps. Convert highest achievable dps into X% of player health pool.

If highest health pool is 1000 and I cap dps at 100, for all builds what happens?

How can you get one shot?



Do you not know how self propagating chains work in PoE? One hit can deal 1 damage but still do 200 damage because it hits 200 times off of a self propagation chain.
If you think those are the only stats and abilities that go on in this game is hate to break it to you.

But the amount of data you are balancing is everything in this website https://poe2db.tw/us/

If you go to the skill gems you can see all the hidden stats they have[/quote]

lol no. The amount of data I am balancing is what is the highest total life pool achievable by players.

What is the highest achievable dps. Convert highest achievable dps into X% of player health pool.

If highest health pool is 1000 and I cap dps at 100, for all builds what happens?

How can you get one shot?

[/quote]

Do you not know how self propagating chains work in PoE? One hit can deal 1 damage but still do 200 damage because it hits 200 times off of a self propagation chain.[/quote]

Cool in this zone dps is capped to 100 dps/1000 life pool. 1 hit for 100 dps or 1 hit that chains 200 hits is still 100 dps.

Idk what’s hard to understand about scaled dps capping.

You apply a global buff that mitigates damage as if you were being hit by the strongest build in the game to all players.

“What about life regen? Obviously people can regen life and survive and be immortal right?”

“Permanent Area penalty”

You can apply a permanent area penalty to whatever stats the devs believe will balance the fighting.

Also by turning PvE gear into PvP gear you create a new demand, when that gear becomes currency it creates more demand for more gear which keeps people interested and generates wealth for players who don’t even PvP.

Instead of mid range to mid/high tier gear becoming worthless it would retain some value and have innate value designed into it by PvP.

In this way PvP would help eliminate multiple problems plaguing the game at current. And it would definitely help create a healthy standard realm base.

PvP is so critical in these games that not having it literally creates problems that you forget how to answer.

And then unfortunately try to reinvent the wheel.

Thankfully for you all I am here to spread the good word of common sense.
Last edited by Lore#3772 on Jun 8, 2025, 5:09:06 PM
Another part of this you aren’t taking into account is twinking.

A whole community of PvP players would be born and try to figure out what build is best for each level cap lol.

They’d organize their own tournaments without needing ggg to do it.

PvP communities are unlike anything else in gaming. Best communities in the entire gaming space.

The very soul of any good game like this is PvP.

Yes the campaign is another soul of the game but PvP is the end game soul.

Having PvP that at its root is designed to support the PvE players and enrich their experience is how you make a win win situation.

Without PvP well designed enough that it puts guilds into the picture I don’t think the game will generate that large booming community it could in that segment.

Think about it, GGG player retention for PvP players is 0% or close.

It’s pretty sad that I gotta go play Diablo 2 or runescape for some decent PvP. How old are those games again?

So many years trying to reinvent the wheel.

Anyway you could even have PvP bounty system where after X amount of kills the player becomes Marked on map and additional reward is offered for bounty. Could be a seperate currency from main PvP currency like a bounty specific currency you can trade for specific mats.

Another great way to do it is with each player kill you get a stacking debuff that lowers your dps and defenses

a little bit. Like literally just a tiny portion.

The worst thing they can do is be silent about if PvP is even part of the vision.

They can have area level start at level 1 and go to like area level 50. In area level 50 higher mob rewards to match more risk.

The idea is genuinely pretty good. It gives a shredder for gear that will keep more people interested in farming and keep the economy from getting backlogged with tons of mid tier to high tier gear that just keeps dropping in price.

It definitely would help create a stable standard community. Which should be the games foundation.

Another cool thing they could do is make a mythic unique that only drops in PvP area from monsters but has low drop rate and interesting PvP mechanic applications that won’t really apply outside of the area.

Could even be charms or maybe a ring.

The amount of the pie of players GGG is missing out on by not having PvP or even mentioning it in the roadmap is way more than they think.

Look at the steam top 10 and find me what % are non PvP

Go look at the top 10 best selling games of all time and tell me how many don’t have PvP.

Reinventing the wheel into a square doesn’t make you a genius.
Last edited by Lore#3772 on Jun 8, 2025, 7:24:57 PM

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