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Content patches are hard, and while it's disappointing that they're so far apart, that just means I'll be waiting a little longer to come back, but I am definitely still coming back.

My larger concern is the lack of mid cycle balance changes if cycles are going to last this long.

With the engine upgrade, branches have diverged and it's understandable to not want to do significant work on an old branch, But!

The games current balance is very poor, and that makes sense. I've yet to play an ARPG that dropped new content that WAS balanced, it takes a lot of iteration to get there. We don't have a lot of iteration right now.

I'd imagine we have some skills that aren't scheduled for a rework that are currently under performing. A few number tweaks for skills more often would help balance them more quickly. For example, I think disintegrate has one of the best skill trees in the game right now, there's some problems, but almost every node is appealing. It doesn't work well though, and it's probably just a x2 added damage effectiveness away from being in a good spot. Maybe a little more base damage, lose some from the intensify.

I'd love to see simple number tweaks (especially buffs) more often for skills that are otherwise in a good spot. Maybe even ones that aren't but don't have a rework scheduled.

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10 days ago - /u/ekimarcher - Direct link

It's a tricky situation for sure and when we said we wouldn't do the mid season balance update, a major patch was planned for months less than what is going to happen. (As an aside, saw you mentioned a year between seasons in a comment, I think it's going to end up being 9 months, which yes is too long but 0.75 -> 1 is a big amount to round)

I think the issue is also a little skewed because some builds are very excessively way mega OP. So if we make up some rough arbitrary numbers, we've got some skills at 80% power and some skills at 200% power so the 80%ers look way crazy low and a straight 2x seems reasonable.

Because essentially nobody gets mad at their build being stealth buffed, we could probably get away with a pure buffing mid season balance patch. However, when 1.2 comes out, it would then be full to the brim with nerfs at every corner. If we are trying to get as many eyes on the game at that time to see the cool new content, all anybody would see is nerf city.

So what's the solution? Make the game harder right? Well that's how we end up with damage numbers having M, B, T, Qa, Qu, etc after their numbers in a few seasons.

Overall, I would argue that disintegrate is actually closer to balanced than say static orb is.

Having said all that, I personally am someone who actually likes mid season balance changes, buffs and nerfs. I know it can really kill the motivation for someone if their entire character gets bricked from a balance change though. I think there are ways we can mitigate that which would put mid season buffs and nerfs into a spot where the community at large could appreciate them. But that's all hypothetical still.

10 days ago - /u/ekimarcher - Direct link

Originally posted by Tee_61

It's possible that the majority of skills not at that 80% mark are scheduled for/need a more significant rework, but there ARE skills that aren't even to 80%.

Multistrike, acid flask (problematic because of explosive trap), gathering storm (not storm bolts procced by other things), rune bolt and more are a lot more than 20% behind even other "weak" skills like ele nova, rive or swipe. 

I don't think it's reasonable to attempt to achieve balance with 4 patches a year, much less 1.3. It's just not enough iteration.

Though I suppose that's what the test environment is for. I generally forget it exists, and I'm not sure how many people are in it or how often. 

It's a tricky thing to get into details about it without a clear 100% mark that we can agree on. I'd suggest that we have pretty different ideas on where that line is or should be. I don't know where the lowest skill actually sits as a % off the top of my head, that's why I said the numbers were arbitrary. More just trying to suggest that we might have different ideas on it.

Achieving balance is also a concept that needs defining. I think it can go too far. As I said, we do intend to have more frequent balance updates and I'm not sure if you count minor patches near the release of a major patch or not but if you do, we do more than that already. Personally, I am in the camp of even more frequently but not necessarily with the goal of perfect balance. Not that you said it had to be perfect, just another thing that might not be looking up with expectations. I also just like it when the landscape changes. That probably requires more freedom in respecing though if it could happen mid season and not cause a stir. That's what I was talking about in my last post.

There are also a ton of changes already made for 1.2 that are going to have a large impact individually and globally. That will happen on just about every axis.

10 days ago - /u/ekimarcher - Direct link

Originally posted by Tee_61

And I appreciate that. Minor patches with balance changes sort of count. The issue is mostly time. If it's just a few days before a major patch, there's not really time between them to get a feel for the changes, meaning the minor patches + major patch are really just one balance pass.

I also don't think balance needs to be perfect, and the breakpoints are arbitrary, but 80%-200% is probably too much of a range (if there's more than a couple on both ends, one outlier is probably unavoidable), but more importantly, that's the best skill being 2.5x better than the worst.

I don't think things are currently in a state where the best skill is only 2.5x than the worst, or even particularly close to that. Ultimately, my primary concern is that it's almost impossible to achieve anything close to balance when every patch that brings balance changes also has a ton of changes that have a large impact globally.

I've never seen a team manage to do balance well with just one or two balance passes, and that includes teams that have a lot more people, a lot more players, and a lot more experience. Essentially, I think LE is currently attempting to balance on Hard Mode. Which perhaps you already agree with. Personally, I would love to see large buffs AND nerfs about half way through a cycle. Even at a month and a half in, I think most people still around would appreciate the meta shift.

I agree that the range is bigger than 80-200. I don't really like putting specific numbers on it. More just trying to illustrate that given the current expectations, most of the really dramatic outliers are too high.

And yea, I'm not suggesting that 1-2 balance passes a year is enough at all. We never planned for that. I'm very much in agreement on having a mid season balance patch that includes buffs and nerfs being forecasted and expected every season. That was an option we debated before the survey on the topic went out. I kinda wish we never did that survey because I think I was gaining traction on that idea.

10 days ago - /u/ekimarcher - Direct link

Originally posted by tadrinth

Y'all should just halve the cycle lengths and alternate between major content patches and balance passes.

That way we get a cycle with crazy new stuff, and then a cycle with some semblance of balance, repeat forever.

Then at least there are some periods where the meta is some semblance of the intended balance.  Right now the new stuff is always broken and there's never not new stuff, so there's always something that's just wildly out of whack.

That, in turn, means that we the player base have a hard time telling what the balance target is, which makes it hard to provide feedback.  Like, is my current build bad, or am I bad, or was I just playing something wildly OP before?  I genuinely do not know.

Really the ideal would be to pick a target cycle length, and stick to it, and do pure numbers balance passes for any cycle that doesn't get a big patch.  

As long as the purely numeric balance patches are aggressive enough, I think a lot of players will happily return just to experiment with the new meta, or to try out builds that got buffed.  Even if it's just numeric changes!  

PoE also did some very short but very wild cycles over the holidays, like a cycle with a shuffled passive tree.  I don't think y'all have the capacity for that level of stuff, but you could do cycles explicitly intended as balance experiments.  Take the non stacking ailments, crank them up to twice what you think they should be for balance, and turn the player base loose for two weeks, see how far we can take them, and then use that data to balance them properly.

Heck, y'all should start doing concurrent cycles.  Run a cycle from content patch to content patch. Halfway through that cycle, do a balance patch and add a concurrent cycle for that.  Do some crazy balance experiment two week cycles in the middle.

I mean, that's essentially what we just did this season and it doesn't even get acknowledged as a thing we did.

10 days ago - /u/ekimarcher - Direct link

Originally posted by tadrinth

Y'all just alternated between a season with both content and balance changes (1.1) and a season with only content changes and no balance changes (imperial uprising).

I'm arguing you should have nerfed static orb rather than add loot lizards.

Which, man, when I say it like that, I might be wrong!  

Sorry, got mixed up with another person, it did include buffs but I do agree that it should have included nerfs too.

10 days ago - /u/ekimarcher - Direct link

Originally posted by Pandarandr1st

I'll just chime in to say it is SO HARD to do community involvement correctly, because people complain SO MUCH LOUDER than they praise. And, also importantly, people will always complain, because there's just every opinion under the sun. And, on top of that, players are often individually unaware that they are advocating for something that they actually won't like.

Mid-season balance patches are one of those things where I think you make a choice and stick to your guns. It's so hard, though. Nerfs WILL make the community go berserk, as you know, no matter what people are saying in this thread.

Yup, that's why I think we would have to do 3 major things. 1. Make respecing more flexible, possibly allowing mastery switching. 2. Have the balance patch date publicly set in stone when the season starts. 3. Reset the ladder but not actually rotate characters.

Just to be clear, we don't have plans to do this, just what I personally think would need to be done to make a hypothetical mid season balance patch be accepted by the most vocal portion of the community.

9 days ago - /u/ekimarcher - Direct link

Originally posted by Pandarandr1st

I do think, to a certain extent, you've painted yourself into a corner with that poll. Now, if mid-season balance patches are implemented in any fashion, it is going against the community's expressed wishes. People will definitely say things like, "Do poll, reject results, do what you want anyway" or some such. Do you ignore those voices? Do another poll and hope for the desired result?

Anyway, glad I don't have to deal with this stuff

I think if enough time passes and the game changes enough, the poll becomes obsolete at some point and it's understandable to either do another one or make compromises. How much time and how much the game needs to change is hard to predict though.

9 days ago - /u/ekimarcher - Direct link

Originally posted by Skyqula

So every ARPG can be reduced to 3 major stats: Offense, Defense, Recovery. LE is no exception. Talents can give bonuses to each, gear (doubled with chosen exalt), idols, blessing all can give bonuses to these categories.

How is your opinion on someone stacking everything across everything to 1 category? His offense might be "200" while his defense and recovery are "80". Is this fine? On Aberroth this would be one of those "10s" videos, on arena the build would not rank.

Do the sources need to be more restricted to which category they can boost? Should a player be able to be a class cannon? IE is double life idols fine? Is double offense idols fine? Is choosing between offense and defense on the same blessing slot fine? Are exalted items in a good spot? (T7 doubles chosen affix, someone focusing all prefix will would be 200 offense, someone focusing all suffix would be 200 defense) Are legendaries in a good spot? (2lp double preffix vs double suffix)

I'm sorry I don't have a satisfying answer for every one of those questions. What I guess I'll say about it is that I love it when players have options that can be debated. There is also always going to be room for adjustments. Just having all those categories change is something I find interesting because it creates a new landscape to theorize in.