Currently we have class specific LB with rotating bosses in addition to the general LB. We currently have 3 bosses (5 in beta) where each class has different difficulties dealing with them. As such, certain boss becomes the ceiling for certain class, not to mention MAP RNG has major influences on how a trial attempt turns out.
Let me suggest a new Trial LB system.
Boss Specific Cumulative Achievements Leader Board.
Yes, as the name suggests, the LB breaks down by specific boss. The Boss LB can be filtered by class or all classes. The highest trial successfully completed grants points equal to (Trial level + 1) * 360 - actual time it took to complete that trial.
For example if someone finishes Boss Margoth trial 100 in 9'15", then that someone gets 360 * (100 + 1) - 555 = 35805 pts for the Margoth leaderboard.
The overall Trial LB will rank players by the combined Boss Specific points they accumulate from various Boss LBs. By doing away with rotating bosses, there is less "performance" gap between the same boss encounter (3 TL currently, 5 TL in the future). Now we can truly figure out who's the best at killing which boss.
This also helps with class balance, if that's a thing. Because weakness against one boss no longer masks a class's strength against other bosses.
Also differing boss mechanics (more the better) may challenge players to devise different strategies to eke out that last ounce of performance (more boss specific strategies and gear setup).
Some boss might prove to be a tougher challenge than others, the pts system can also dynamically adjust for that boss difference when ranking players. For example the highest trial cleared by a tough boss might only be 105 while an easier boss highest clear is 125. Then the pts from the tough boss can be scaled when calculating the final cumulative ranking. A simple way to approach this is taking the median boss trial (median toughness boss challenge), let's say 110, then normalize the score from the tough and easy boss so the contributions are roughly equal from each boss when calculating the final player ranking.
Finally how to make Map RNG less of a factor in trial completion.
Let's reduce the randonmess of mobs in trial. If we are going with Boss specific LBs, then for a particular boss, only certain type of mobs will appear in a trial map. For example, undead Boss will only have undead mobs etc. This reduces RNG, also makes build specialization more influential.
edit:
forgot to include but implied in the idea is that trials will also be boss specific. Meaning there is Margoth trial 99,100,101 etc. same with every other boss.
Let me suggest a new Trial LB system.
Boss Specific Cumulative Achievements Leader Board.
Yes, as the name suggests, the LB breaks down by specific boss. The Boss LB can be filtered by class or all classes. The highest trial successfully completed grants points equal to (Trial level + 1) * 360 - actual time it took to complete that trial.
For example if someone finishes Boss Margoth trial 100 in 9'15", then that someone gets 360 * (100 + 1) - 555 = 35805 pts for the Margoth leaderboard.
The overall Trial LB will rank players by the combined Boss Specific points they accumulate from various Boss LBs. By doing away with rotating bosses, there is less "performance" gap between the same boss encounter (3 TL currently, 5 TL in the future). Now we can truly figure out who's the best at killing which boss.
This also helps with class balance, if that's a thing. Because weakness against one boss no longer masks a class's strength against other bosses.
Also differing boss mechanics (more the better) may challenge players to devise different strategies to eke out that last ounce of performance (more boss specific strategies and gear setup).
Some boss might prove to be a tougher challenge than others, the pts system can also dynamically adjust for that boss difference when ranking players. For example the highest trial cleared by a tough boss might only be 105 while an easier boss highest clear is 125. Then the pts from the tough boss can be scaled when calculating the final cumulative ranking. A simple way to approach this is taking the median boss trial (median toughness boss challenge), let's say 110, then normalize the score from the tough and easy boss so the contributions are roughly equal from each boss when calculating the final player ranking.
Finally how to make Map RNG less of a factor in trial completion.
Let's reduce the randonmess of mobs in trial. If we are going with Boss specific LBs, then for a particular boss, only certain type of mobs will appear in a trial map. For example, undead Boss will only have undead mobs etc. This reduces RNG, also makes build specialization more influential.
edit:
forgot to include but implied in the idea is that trials will also be boss specific. Meaning there is Margoth trial 99,100,101 etc. same with every other boss.
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