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Low Avoid Classes Discussion

Discussion in 'General Discussion' started by beegoratto, Oct 14, 2024.

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  1. beegoratto
    Online

    beegoratto Zakum

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    Sep 22, 2021
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    5:47 PM
    leetoratto
    Bowmaster
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    Nimbus
    Figured I'd make a catch-all discussion thread for discussing low-avoid classes so as not to derail other threads.

    Particularly I'm interested in hearing people's thoughts in the context of PB, Auf, and Horntail, as well as discussion in multi-attack viability and multi-attack in general.

    I'll get started on some talking points. Please feel free to respond to one or multiple.

    1. Can we craft content in a way that promotes the simultaneous existence of both low and high avoid classes? For example, imagine if RB Banish behavior during PB Statues was changed to Banish the 5 closest targets instead of 5 random targets, or even 2 random targets then the 3 closest targets? This would give more control over to players as to who is in sed order and when, allowing high avoid classes and players in multi-shield parties to help protect lower avoid classes. This also allows class avoid to remain intact without side effects, as one concern about raising Corsair avoid is it allows longer boat uptime, while increasing viability in what would typically be considered high-risk content.
    2. In your opinion, do you believe the skill ceiling in "meta" content is too high, too low, or about right? There's a wide range of content players can do, but there's only a handful that is seen as popular or "meta". Many of these boss fights, notably PB, HT, and Auf, are generally seen as more difficult than other fights, for a variety of factors. Do you think the amount of skill it takes to run these successfully is too high or too low? Is it too class dependent? Would you like to see more diversity encouraged through balance changes, or should players just adapt to whatever is meta? Is "meta" content too punishing to low avoid classes, or is it a voluntary challenge?
    3. Do you view multi-attack as a positive or negative for the game? This is a controversial topic, and I wouldn't be surprised if players have mixed feelings. On the one hand, it brings an additional skill layer to a game that's riddled with AFK gameplay, but on the other hand it also leads to a less social environment leaning ever closer to purely single-player gameplay. As content becomes more and more pruned down and the existence of larger runs becomes less prevalent (12 man HT, 30 man PB), are we slowly creating an environment where it's harder for a new player to find entry level content and learn as more and more players convert to an "optimized" lean endgame meta and fewer and fewer new players make that conversion? Do you think balance changes should be promoting multi-attack or restricting it?
    4. Should high avoid come with a cost? Many people see Night Lord as a class with realistically no weaknesses when it comes to bossing. Whereas Shadowers have what's generally viewed as fair or even underwhelming damage output for how durable they are, Night Lords put out top tier damage with no real drawbacks. Some view this as just how it is, how Neckson originally balanced the class and the game, and it's part of what makes them unique, while others view it as unfair and overcentralizing. What are your thoughts?
     
    Last edited: Oct 14, 2024
    • Great Work Great Work x 12
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    • Agree Agree x 1
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