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Feature: Separate scaling settings for the different player classes #173

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lach3v opened this issue Nov 12, 2023 · 2 comments
Open

Feature: Separate scaling settings for the different player classes #173

lach3v opened this issue Nov 12, 2023 · 2 comments

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@lach3v
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lach3v commented Nov 12, 2023

Describe your feature request or suggestion in detail

Do you guys consider ever adding separate scaling settings for the different player classes?

Finding a sweet spot for the instance difficulty that works well for all classes, especially at end game is currently impossible. It's either World of Paladins and DKs with no chance at all for the other classes (cloth, leather or even mail), or way too easy to be fun for the plate classes.

If it's too complicated, or you are not interested - that's okay. Just would like to know if you are planning such feature, sooner or later.

Please let me know, thanks!

Describe a possible solution to your feature or suggestion in detail

The feature may include a separate scaling settings for all classes, when they play Solo - are not in s group.

You can play with the idea and add more options to set different scaling for each class when they are in a group with 1, 2, 3 or more players or the type of the class they are with etc. etc. But that would probably be too complicated.

In my opinion, just adding an option for separate solo scaling for each class will be enough to close the gap between the cloth and plate classes and make the experience challenging, but still possible for everyone.

Additional context

Anyway, this module is great even as it is and I'm enjoying it a lot. Great job and thanks for making it!

Cheers!

@kjack9
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kjack9 commented Nov 13, 2023

So, this is a bit of a philosophical debate, but this isn't something I'm interested in implementing at this time. What you're describing is a way to make all the classes have the same capabilities, regardless of their chosen class/spec. Which to me, removes the idea of class as a differentiator between characters. What is the point of being a tank if you are equally viable doing raids solo as a healing priest? IMHO, if you want to solo content, pick a class that doesn't rely on other characters in order to do Their Thing.

I personally can't stand the Blizzard scaling system in retail where every legacy encounter feels like exactly the same difficulty regardless of what classes and levels are with you. What's the point in reaching level 30 when you can do the exact same content you could at level 10?

From a technical standpoint, a lot of AB would have to be reworked for this to work. I can think of two approaches:

  • as you mentioned, allow settings to be done by-class or by-role, where an instance's difficulty could be adjusted based on those values. Would only work for solo players unless you got fancy with the math trying to balance things based on group composition.
  • make damage and healing values individualized, similar to how retail scaling does. If a creature hits the tank, they hit for 1000. If they hit the healer, they hit for 100. Same for damage - hit based on your class and spec, with everyone having different values applied.

At this point, I'm not interested in implementing either of these options. I DO have a long-term goal of entirely reworking how the config works so that you can specify something akin to "match/set" statements, where you can match any number of conditions and set things however you want. That would be able to accomplish the first option above. The second option would be considerably more difficult.

That being said, I entirely understand that my preferences aren't everyone's, and I'd be happy to consider a PR from someone who wants to take a crack at either of these, or something else entirely to meet this need. But at this point, I am personally not invested in seeing it brought to fruition.

I know that's not the answer you were hoping for, but it's an honest one, and hopefully that is okay.

@lach3v
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lach3v commented Nov 13, 2023

First of all, thank you for the detailed reply.

My first choice would also not be to break any of the blizzlike class balance.
The problem arises when new players come on a scaled server, and mostly want and expect to be able to play alone at least up to the end game raids.

So what usually happens (on my server) is - they start with their favorite class, level up to 50-60 (some of the more stubborn may go for a bit higher) and then re-roll a plate class (while complaining on discord). At the same time Paladins and DKs are saying "it's too easy".

I end up with entirely plate 80 level population, which can't even form a proper group with a tank/healer and dps, because nobody wants to invest and struggle with these classes.

I get your point though. I also don't want to see a mage turning into a tank.
But I think in the name of having any other classes than Paladins - Cloth/Leather and Mail wearers should be enabled to Solo, at least up to a point, and I don't mean Mage soloing Lich King Heroic 25, but to make their progress up to level 80 easier and make it possible to solo some of the end game content independently (more difficult than a plate class, but still possible), without nerfing the content to a point where the Paladins would two-shot/alt-tab during boss fights.

That was just my opinion. This mod rocks, so keep it up!

Cheers!

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