suchbalance wrote:The best approach to take, in my opinion, would be to actually "undernerf" the monsters on release. So releasing the game with slightly stronger monsters overall than originally planned. This is because of the whole "negative bias" aspect. If it turns out that this is a good balance level - great. If, on the other hand, you have to adjust monsters to be slightly easier a few months after release it won't cause any community drama as buffing the players is seen as a positive outcome.
I don't think that's necessary as the balance changes will cover not only charms, but skills, so new patch will require different strategies so people will already have to adapt to the new play styles. Making everything harder might cause some people to feel rejection towards some changes. For example, new patch comes out and player reads changelog and decides to give an opportunity to previously unused build, and fails, even if a "buff patch" comes afterwards, there's a big chance people won't give a second try at these builds again.
Taem wrote:To be fair, the bosses/ubers were in fact balanced around just this, so to say it's "broken" is not really true in that regard
Yes they were balanced around them but that doesn't make it less broken. Heroic shields are a clear example of this, as sometimes they serve as last resource when it comes to making uberbosses resistant. You could give them avoid instead but that heavily punishes melee builds. Point is, it isn't really possible to make tough monsters just by giving them a bunch of health.
Taem wrote:However, I get the point you're trying to make about how half the ubers can't even be completed without the rest of the charms, but tbh, I always thought that's how mxl was meant to be played. Are you suggesting all ubers to be dumbed down to the point anyone can do them once they hit 120? Doesn't that defeat the point of "hard" ubers?
That sounds as if charms get completely removed. That's not going to be the case and many charms will still be strong.
Taem wrote:Going off of what Marco said about removing charms as a requirement for harder ubers, then if any character can do any uber with this "new" update without the need of charms, then like I said before, whats to stop expert players from roflstomping all ubers in a couple hours? I believe that there is a balance with the structure of things as they are now, and that's why there are hard ubers and easy ubers, and rather you agree with it or not, it is the charms that make the difference, so removing the need for them would make the harder ubers trivial and make charms pointless.
Your view of the current state of the endgame isn't really the way it plays out right now. All uberquests are accessible right now due to two factors:
a) Characters can become virtually immortal and "resist as long as necessary"
b) Characters are able to take down a monster instantly as soon as certain resistances drop
So in both cases, player skill isn't actually being rewarded. Instead, "knowing" and using specific specs is what lets you beat the game. So you don't need skills, you just need to know what build "breaks" certain quest. Do you think beating uldyssian acutally requires skill or just obtaining 50% slow which makes AI behave retardedly and then just run while re-applying open wounds with queen of blades for several dozens of minutes?
Charms are breaking the stat pool, so you can technically not make a hard uberquest even giving it a thousand instagibs because one lucky shot will still grant you the win. Lowering the stats granted by charms will prevent these two problems and it would allow other builds to succeed at these ubers without needing cheesy tactics. Eventually, lowering all values in the game will allow for stronger bosses which will have more tools to hurt you as characters will no longer have all stats maxed. People will need to choose their stats wisely rather than "have them all". And here is where people skill will kick in and reward them for well-thought build specs.
Lowering access to certain stats by nerfing charms will force people to choose skills and gear more wisely. Then:
1) Hard-point based skills become less appealing because maybe your 1-pt spell that was "doing enough damage" thanks to your charms no longer deals enough damage so you have to invest more in it or your 1-pt spell that was "giving enough defense" no longer feels like it's enough. This is mainly achieved by reducing the amount of +skills you get. This reduces dependency on these skills thus making more skills viable and adds more build variety.
2) Stats in your equipment such as resistances, flat health, stats, %stats, +skills, ias/fcr, block, etc. become more appealing. Eventually characters will become strong enough and aim for unique stats such as procs, but at a much lower rate. So gear diversity is achieved too but also an increase in performance will be seen too as a consequence of this.