Your game is balanced at the cap. Your new expansion pack raises the cap. How can you let players rise further without completely disrupting things? Nerf everything, then let the players work to get back to where they were. Then launch the next expansion pack.
Do I need a developer quote for something we have seen on so many major expansions? The Lord of the Rings Onlineâ„¢ is the one nearest to my vision. At the end of Shadows of Angmarâ„¢, players had quite respectable Block/Parry/Evasion percentages, some avoiding the majority of attacks. Percentages are dangerous things: they automatically scale, and once you’ve reached a certain point, you cannot give more without giving the enemies an ability like “evasion penetration” that feels like a Burglar nerf. When Mines of Moriaâ„¢ launched, those percentages were all changed to BPE ratings, which were much larger numbers that translated to much smaller BPE percentages. It was an across-the-board nerf to defenses. This, in player relations speak, was done to create the opportunity for future character increases (i.e., work your way back to where you were).
For Siege of Mirkwoodâ„¢, several other percentages and numbers were changed to ratings. Who would like to guess whether the rating translates to a smaller percentage than it used to be? Continue reading Pre-Buff Nerf
When I started reading about the new grouping feature in World of Warcraft, I was blown away. Here, I thought that Turbine had triumphed in the slaying of “