A bit of detail

The reasoning behind adding stagger and cleave into the progression system is that we feel they are of equal importance to player performance as damage output. In V1 there was this thing that you could bring a white shield to a cata game and do the tank job just a good as a fully decked out top-geared tank.

Now, we also don’t want the progression to be a rollercoaster of relearning everything, which is why each difficulty acts similarly when progressing through them. You start slightly underpowered and have a slight journey until you hit a stable output as you cap out. The output differences are rather manageble and more importantly; they match between difficulties quite well so the progression shouldn’t be jarring. This is the main reason we have a scaling system. To make sure the progression is smooth, the gap between difficulties is manageble and that weapon performance isn’t wastly different and require relearning as you jump difficulties.

Stagger is scaled the hardest since it’s judged to be the most jarring. An important thing to remember is that eventhough we apply the scale to the player, the enemies restistance is tweaked to match.

But yeah, the option to not add stagger and or cleave to the progression has been a discussed.

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