Ashes of Creation – Support Classes and R/P/S Balancing



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MMORPGs have very similar common threads. One of them is Rock, Paper, Scissors balancing, and how that very rarely works due to how you have a number of different Damage Dealers, and they have to be balanced, as well as how if you want to R/P/S balance Tanks/Damage Dealers/ and Support, then someone has to be beaten by default by Support, or at least have the deck stacked against them.

Ashes of Creation isn’t going for R/P/S balancing, because they aren’t doing 1v1 balancing, instead they are doing a different type of balancing, group balancing. We touch a lot of those topics in this segment from my Monday Livestream.

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10 thoughts on “Ashes of Creation – Support Classes and R/P/S Balancing”

  1. The way i understood it, it's not rock-paper-scissors as in dps-tank-support. I understand it as some build beat other builds. A rogue build might beat a tank build, but a different tank build might beat that rogue build. You have to go like 6 dimensions in, you're only at 2 or 3.

    (To be fair, I'm only 13 minutes in, I'll edit this if you start talking about it)

    Reply
  2. Why balance to each class? You should group each class into a family of classes. physical-melee, magic-melee, physical-ranged, magic- ranged, tanks, healers, supports.

    Reply
  3. I disagree with your evaluation.

    We do not know what each class and flavor is going to bring to the group.

    Some DPS are going to have support like skills (I am guessing). We do not know what each class can do yet.

    This post is a good idea of the Tank-Healer-DPS relation ship but you have no idea of the max level party build and functions at this time.

    With respect this post should be removed.

    Reply
  4. I’m only halfway through the video and maybe he’ll get to the point that I’ll make but I feel like commenting before I finish watching. What if all 3 in their “base forms” (it will make sense) actually can’t killed each other (exemple: dps deals 100 damage and the healer heals for 100 damage) but now you add types of defense to the gear.
    Let’s say that as a healer I want to add physical defense to my gear. Now that dps that used to deal 100 damage will deal 60. In a 3 turns fight (again, just an exemple) he’d have dealt 180 (let’s say 200) which I can use 2 turns to heal up and now I have “free” turn to deal damage. That way a healer would win in the end.
    However (following the same “exemple story”) maybe I lost magic defense because I chose to invest only in physical defense. So a mage would be able to deal more damage that I could sustain through.
    Anyway, it’s 2 am and that made sense for me so I just felt like leaving this comment here lol.

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