Hey folks! Vastin here, with the next list of major balance changes that I'm currently working on for the upcoming release!
This one is kind of big, so buckle your seatbelts...
So, as some of you may remember, we revamped some of underpinnings of the way ratings and other stats are calculated in the Mordor release. This was useful for us behind the scenes, but didn't have a major effect on the player side of the game. Well, now that we have much better control over those systems, changes are arriving.
All gear now has its stats directly fed to it from the core ratings system. This means that gear statting should be a lot more consistent level over level going forwards. We'll still design all different sorts of gear and the like, but the values on it will have much more consistent effects on your resultant scores at say, level 50 vs. level 100. This scaling been extended to cover the vital stats as well, such as might, vitality, etc. At cap level you might see some minor changes as a result, but I believe you'll actually see some substantial increases to these stats on gear at medium levels.
Unfortunately a lot of our older gear isn't designed with this quite in mind - especially in the pre-50 game - so we'll have to be gradually looking at potential updates to those areas going fowards.
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Item levels are now distributed more evenly from level to level. There are still some major jumps at certain break points, but for the most part the item levels now progress smoothly over each band of levels rather than having strange hiccups all over the place. This was done for mathematical reasons to make gear scaling work more consistently.
The item levels of existing gear will not change, but scaling gear dropped at various levels will obey the new ilevel patterns - the differences generally aren't very significant, and anything over level 105 is generally unchanged. Fixed level items will remain whatever level they were until we get around to updating or replacing them.
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The caps on ratings such as crit no longer change from level to level. They are now consistent throughout your character's leveling experience. Some of these caps and their curves *have* changed however. I'll let you explore that new space.
Okay, that's all quality of life stuff that just makes the game feel more consistent and should help us balance the experience better throughout the game. Now for the big one though:
Physical & Tactical Mastery are being greatly reduced. From a cap of 400% to 200%!
Ok, good, I feel that I now have your attention.
Have no fear! Monster HP's in the mid/late game are coming down to compensate. If you were running around with a mastery value up at 380%+, you should find that your gameplay is quite similar - you out to be able to kill on-level enemies in the same number of hits, maybe even slightly faster.
The big change of course will be for the NON-dps builds, who will see their listed damage drop slightly, but should find that they can generally kill on-level enemies in significantly fewer hits, and will be able to contribute more meaningfully to DPS in groups.
There are a number of other changes to overall gearing and ratings to adjust for this. As a rule, it will now be a bit harder to reach cap in most ratings - the non-dps builds will probably see a slight survivability drop - though their TTK should increase more than enough to make their lives somewhat easier overall.
On the other side of that equation Mastery also has some degree of reducing returns on it now (it had almost none before), and as such the DPS builds will may find it worthwhile to sacrifice some of their mastery slots over to other stats to improve crit, finesse, or survival stats, as the loss of mastery bonus will be less substantial for doing so.
So, now let me take a minute to explain the Mastery change:
Mastery was causing a number of problems.
It created a very large disparity between the damage output of DPS builds vs non-DPS builds. Sure it's fine for the DPS to hit harder than everyone else - but not several times harder. It made it difficult to scale mob health correctly. If we made it high enough to avoid being one-shotted by the DPS, then it made leveling on landscape annoyingly slow for everyone else. This is the most important reason for the change.
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It had no reducing returns and a very high cap and as such was the 'go to' stat for DPS builds, virtually to the exclusion of all else. This makes DPS gearing kind of boring.
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Because mastery is applied as a bonus multiplier, it had the effect of 'watering down' most other damage bonus multipliers in the game, making them seem worthless. A 10% damage buff felt more like a 2% damage buff when applied after the massive mastery bonus. This change will render those other buffs more meaningful again. I experimented with a cap of 100%, but I felt that this ran the risk of making the difference between DPS and non-DPS builds too modest.
So anyway, that's the long and the short of it. You should basically see ALL the numbers on your character sheet change. Some of your ratings values will shift dramatically - most of your ratings %'s will probably drop slightly. If you were a non-DPS class, the game is likely to speed up considerably. The overall balance of the game shifts slightly away from survivability and a bit more towards faster kill times on both sides of the ledger. That's the goal in any case.
In other news, monster difficulty in the very early game is going up. Player skills have enjoyed a fair bit of power creep over the life of the game, and the Blackwold Brigands and Dourhand Dwarves have been complaining that their working conditions are simply untenable as a result, so they're getting a bit of love. Along the same lines, the Mordor orcs have racked up enough of a body count to keep them happy for a while, so many of the mordor mobs no longer hit quite as hard as they used to.
-Vastin