The patch included a bunch of good changes. Sadly also some bad changes. Also some hypocritical changes.
First of all: Please stop adding band-aid fixes.
Instead of adding another scaling based on sheet DP/ Defense just add those additional DR (Damage Reduction) to armors and maybe offhands. At 426 sheet DP -which is just all Adventure Logs, 4x Wailing Slumbering God armors and Nouver c20 (Caphras level 20)- 86 DR is gained. This could be spread out across all the different levels of Boss armor up to Wailing Slumbering God armor.
For example: +1 DR for PEN offhand; +2 DR for PEN c20 offhand.
For armors: +1 DR for +7; +2 DR for +8; +3 DR for +9; +4 DR for +10; +5 DR for +11; +6 DR for +12; +7 DR for +13; +8 DR for +14; +9 DR for +15; +10 DR for PRI; +11 DR for DUO; +12 DR for TRI, +13 DR for TET; +14 DR for PEN; +15 DR for PEN c4; +16 DR for PEN c6; +17 DR for PEN c10; +18 DR for Desperate; +19 DR for Distorted; +20 DR for Silent; +21 DR for Wailing; +22 DR for Obliterating.
This should provide similar bonus DR as the new DP scaling.
For full DP builds some of the less efficient accessories could be improved with additional DR. For example Revived River Necklace or Ocean Haze Ring.
Instead of adding 10% damage reduction during SA (super armor) consider changing Special Evasion to Critical Damage Evasion. Special Evasion is already a very strong stat. Even if it won’t evade back-/down-/air- attack damage anymore it will still be a stat nobody will neglect. The effect of this change will be fairly similar.
Currently Special Evasion makes damage feel fairly inconsistent with the reduced amount of hits. To help combat that I suggest changing Critical Damage Evasion (Special Evasion) to Critical Damage Reduction. Critical Damage Reduction would reduce the Bonus Damage from Critical hits including Elixir of Death/ Brutal Death Elixir. 50% Critical Damage Reduction would reduce a Critical hit with 252% critical damage to 176% critical damage and also reduce the effect of Elixir of Death/ Brutal Death Elixir by 50%. Example of the maths behind this: Reduced Critical Damage = ( 252 - 100 ) * 0.5 + 100
On top of that I suggest removing all kinds of damage rolls with minimal impact on PvP or PvE. Currently weapons have a damage variation and each character also has a random damage roll. In the end this all comes down to +-1 damage per hit. Each of the rolls take a little bit of server performance though. Gameplay experience would become smoother and gameplay feel realistically won’t be impacted.
I also suggest Removing the Damage Reduction Rate based on DP because 401 DP is very easy to reach nowadays. You can adjust all PvP damage modifiers to adjust for the 30% Damage Reduction Rate.
The less band-aid mechanics in the game, the easier it is for new players to understand.
Hypocritical changes:
It was written that defences should be more equipment based and less character based. No class should have a ‘golden spoon’ anymore giving lots of stats for free. Despite that you decided to add more character based defences like the reduced damage during SA effects. The Striker and Mystic class already has all possible kinds of increased defensive stats stacked on top of another and you decided to give it the best possible damage reduction during SA skills of 25%.
Striker and Mystic have the best Class vs Class damage modifiers. They have the DR of a full DR class while also having evasion passive and self buff equivalent to an evasion class. HP amount of a DR class. And Lots of healing on use/ hit and other defensive tools like aerial mobility.
Small differences in defensive stats are ok but compared to other evasion classes Striker and Mystic has 20% more survivability from more HP, 25% more survivability from Class vs Class damage modifiers, and some more from increased defensive stats.
Striker and Mystic should at least lose their additional Magic Evasion and Magic Damage Reduction.
Also in regard to removing band-aid mechanics: I would like to ask to remove all Class vs Class damage modifiers. Small adjustments to survivability can be made by slightly increasing healing or DR and changing PvP reduction on skills.
Every class has 7 more Melee Evasion than Ranged Evasion and Magic Evasion (excluding Striker and Mystic Magic Evasion). To streamline more stats I suggest lowering Melee Evasion of all classes by 7 to match Ranged Evasion and Magic Evasion.
Same feedback, but in a google document instead: https://docs.google.com/document/d/1h44UOWcv4aw55GNCpWjj6TUdkKr3vK3avC6Q_kPws54/
The global lab changes are awesome, and the free DR is good too, makes pve easier and more relaxing. feels bad if you can just die at ash forest if you unlucky getting knockdowned or backattacked by red ghost. Hopefully the extra DR fixes this.
And no the DR should not be assotiated with anything fallengod related. this would make the strong people even stronger. the DR should be based on DP like old renown system. So you can even notice it on season servers.
The accuracy add is also good for pve, specialy for classes with pets and their flows, this will be a huge upgrade. (Right now the witch fissure wave pet flow very often misses, even at super bad spots, hopefully that will be fixed then)
So yeah, the changes are awesome for pve. pvp i dont care about. the guy with bigger gear will win anyways.
The DR bonus isn't just slumbering god armor based, my example had it start at +7 armors like Bheg or any other boss armor. Since Tuvala is essentially just boss armour it would be affected too.
And I didn't mention any change regarding accuracy.
I like the idea of scaling DR because it gives me an incentive to increase my sheet DP and it creates a differentiation between standard builds and DP builds.
Except the scaling is set up in a way that hybrid builds barely get anything from it. Almost all the scaling is between 253 DP and 426 DP which is just Wailing armors + Nouver. After that you just get 1 DR every ~15 dp up until 476 DP. After 476 DP it is mostly 1 DR ever 10DP which is why I suggested buffing the DP accessories which only full DP builds will use. No hybrid build should use Ocean Haze ring because they are quite inefficient or Revived River Necklace. Only actual DP builds will use those. If you give 1 hidden DR to enhancement level besides base of those accessories you will have the same bonus DR for a full DP build.
The only thing actually getting nerfed with my suggestion would be low gear hybrid builds like Desperate armors c15 Kutum with a Centaur Belt. But that is exactly the gear level where such hybrid builds excell the most because nobody at equal gear level with an offensive build has accuracy yet.
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