Many well known ARPGs oftentimes have the following chain of events: Players discover a an unusually strong synergy between several hero skills, passives, and items. The synergy in question trivializes almost all other builds. The developers nerf some of the skills and the items in the next patch. The result is that the “overpowered build” no longer exists. However, as a side effect, the remaining 95% of the players who were using a part of the affected skills/passives/items and were having “regular,” non-overperforming builds are now left with a wet noodle.
While the above is fine for people who enjoy finding new ways to “break a game” after each patch, others enjoy the “R” in the aRpgs, that is to play the game in a certain desired way that is still viable and can negotiate top level content. For example, players who want to have an army of minions to do the work for them, won’t be thrilled to learn that that “meta” is to bash enemies with a hammer while teleporting around every 2 seconds and gulping a potion every 2.7 seconds.
There is a simple solution that hedges against unexpected OP builds and makes nerfing unnecessary. It is placing global caps on things. In Grim Dawn, some time back (I haven’t played in a while) there was a cap on how much casting speed and movement speed one can stack. This idea can be expanded further in several ways:
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Maximum number of HP a mob can lose per second/per hit is X (hedges against one-shoting bosses and talking about “Shapers per second” that lead to not very welcome subsequent game design changes).
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Maximum shared number of HP mobs can lose from an AoE per second (similar).
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Cap on movement/cast speed/attach speed (self explanatory).
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Maximum number of HP that can be healed per second.
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Many games already have caps on resistances; this can be expanded to other parameters as well.
The result will be that numerous builds will be viable, with no need to ban OP builds. Once a build reaches a cap, it can’t get any better that what it is in that direction. Depending on where the caps are placed, numerous play styles and builds will be equally top tier that this will allow players to enjoy they “R” in ARPG-ing.
Thoughts and comments?