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7.0 Content Difficulty changes?


Baletraeger

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In 7.0 what kind of changes can we expect as far as difficulty curve? Is the idea going to be classes are supposed to be simpler in 7.0 so content difficulty would be increased, like adding mechanics back into SM operations?

 

Is the barrier to entry for HM and NIM operations going to make a shift to mechanics vs skill at class?

 

It's not clear to me what culling abilities and rebalancing content to account for it actually means for the gameplay experience of the overall game, and the barrier to entry for progression content for players.

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In 7.0 what kind of changes can we expect as far as difficulty curve? Is the idea going to be classes are supposed to be simpler in 7.0 so content difficulty would be increased, like adding mechanics back into SM operations?

 

Is the barrier to entry for HM and NIM operations going to make a shift to mechanics vs skill at class?

 

It's not clear to me what culling abilities and rebalancing content to account for it actually means for the gameplay experience of the overall game, and the barrier to entry for progression content for players.

 

 

From Chris Schmidt's interview, the devs want to make classes more simple - more refined - so that the devs can more easily and more quickly make balance changes.

 

This quote from Jackie should answer some of your questions about content rebalancing (and probably lead to more questions as we haven't yet seen this on the PTS and don't know any specific changes).

 

Hi everyone,

Over several years and updates, more and more defensive cooldowns and abilities have been added to the game. Often times this was for class balance purposes, to allow some classes to keep up with others in terms of their defensive kit. Additionally, this was done without adjusting things like Operation boss mechanics which were designed around the class kits available at the time: mainly less defensive cooldowns. The sheer quantity of defensive cooldowns in the game today makes things more difficult to balance for both PvE and PvP. It has made some PvE mechanics completely avoidable, and made the time-to-kill metric in PvP grow steadily to the point where we are approaching tedious levels.

 

In 7.0, we want to reduce the quantity of defensive skills overall, across all classes, making for a more balanced and enjoyable experience in both PvE and PvP content, while at the same time making the defensives that remain more impactful and fun.

 

What does this look like in both modes?

  • In PvP, our intent is balanced, more dynamic player encounters that move away from rotating defensive cooldowns and move more towards utilizing a broader set of skills in each class’s kit.
  • In PvE, our intent is to take into account these changes, and adjust NPC encounters as needed to compensate.

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This is what I'm asking about

 

[*]In PvE, our intent is to take into account these changes, and adjust NPC encounters as needed to compensate.

 

What does that mean? Is this going to be purely a TTK adjustment? Up or down? Is the aim to just make it the same experience as today but using less abilities? Or are we going to see changes to mechanics to make fights more interesting to account for a streamlined combat experience?

 

Are the changes to classes going to end up with us being even more homogenized than we are now, or will classes become more situationally unique? Is content going to be adjusted accordingly to account for that in either case to help combat class meta (aka fotm)?

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At this stage we really have no idea. I fully expect to see the dev's plans for content rebalancing at a later PTS stage but for now, we're just looking at the high level changes and the direction the devs want to go with pruning and the new ability tree system. The PTS doesn't even have scaling (it's been temporarily disabled), so we can't really accurately test PvE content outside of Onderron dailies anyway.
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