Category: Dark and Darker

Balancing the AP System: A Plea for Matchmaking Equity

In the labyrinthine world of Dark and Darker, a seasoned player delves into the intricacies of the Adventure Points (AP) system and its impact on matchmaking. The player laments the evolution of the game, highlighting a shift in the player dynamic that has left some feeling disenfranchised, particularly in higher-ranked play.

The crux of the player’s concern lies in the contrast between the pre-matchmaking era and the current state of affairs. In the bygone days, lobbies were a diverse mix of players, ranging from the poorly geared to the well-equipped, novices to veterans. This diversity added a dynamic quality to each encounter, with risk and reward intricately balanced. The player reminisces about the option to go into a raid with minimal gear, embracing the “ratting” playstyle, accepting higher risk for the lure of zero-risk rewards. Conversely, gearing up promised a greater chance of extraction, commensurate with the risks taken.

However, as the game evolved, the player discerns a significant shift, particularly in higher-ranked matches. The prevalence of “ratting” at lower ranks remains, allowing players to forego substantial gear without compromising their chances. Yet, at higher ranks, the landscape transforms into a battleground where gearing up becomes imperative for survival. The player expresses a sentiment akin to playing in a ranked mode on an extraction-oriented platform, diminishing the enjoyment of the core gameplay.

The suggestion proposed by the player advocates for the retention of the AP system but advocates for a departure from the current Matchmaking Rating (MMR) system. The plea is to reintroduce the element of randomness in lobbies, allowing any player to be matched with any other player. The call is to remove MMR from the equation, fostering a diverse range of players in every game, rekindling the sense of adventure and unpredictability.

The player asserts their viewpoint, contending that the introduction of normals, while catering to a specific player demographic, inadvertently neglects a substantial segment of the player base. This segment, comprising players who possess decent skills and game knowledge but lack the time investment of the more dedicated players, finds itself marginalized. The player articulates the challenges faced in the current High-Roller (HR) mode, where encounters often involve mismatched gear, leaving the less-equipped players feeling powerless in the face of formidable adversaries.

The dichotomy between normals and HR is painted as a challenging terrain. Normals are deemed lackluster, offering insufficient challenge and inadequate rewards. On the other hand, HR pits players against formidable, fully-geared opponents, making it an arduous endeavor for those with limited gear. The sentiment is echoed in the struggles faced by the player, navigating through a series of losses and attempting the uphill climb from “0 to hero.”

The player underscores the absence of a middle ground, a precarious situation where the choice appears binary—either go all-in with top-tier gear or face the grim prospect of defeat. Trios, the preferred mode for the player, becomes the crucible of this dilemma.

In conclusion, the player’s plea resonates with the desire for a more inclusive and dynamic matchmaking system. The call to remove MMR and embrace randomness seeks to restore the essence of Dark and Darker—an unpredictable adventure where any encounter can unfold. The player’s narrative speaks to the challenge of finding equilibrium in a game that strives to cater to diverse playstyles, skill levels, and time commitments. I think Dark and Darker is positive and effective in accommodating player suggestions. It will get better! If you need to buy Dark and Darker gold, please contact me, MMOexp.com will provide you the fastest and safest service. Thanks.

Damage seems reasonable for recurve bows

The Longbow appears to be slightly overpowered due to its three-shot burst, in my opinion. The issue mainly lies in the limited counterplay available when you’re at close range, as it almost guarantees three shots to the chest, which can be fatal for most classes.

However, there’s a prevailing sentiment among many players to significantly nerf the Ranger class, primarily focusing on the slow effect caused by their attacks. Personally, I don’t believe the slow effect is as problematic as some claim. Dodging the arrows becomes quite manageable, especially if you maintain unpredictability in your movements when you’re more than five feet away. For Barbarians, their ample HP allows them to effectively charge through the arrows.

I would argue that the slow effect is a necessary mechanic, as it not only makes follow-up shots easier but also allows Rangers to maintain distance. Without this feature, a Ranger would need to fire a couple of shots and reposition, which seems fair given the potential lethality of a triple shot. Presently, Rangers can simply put away their ranged weapon and reposition if they miss their shots.

Even if you haven’t been slowed, evading a Ranger’s shots while closing in for combat engagement can be quite challenging (even in open spaces). A skilled Ranger is unlikely to miss their shots unless facing a double-jumping Rogue with speed buffs from a Bard. While it’s possible to move unpredictably in front of them to dodge most shots, this essentially means that countering a Ranger involves stopping your attacks and dancing in front of them to avoid three out of four shots.

Damage seems reasonable for recurve bows but appears excessively high for longbows, particularly when combined with the Ranger’s current perks and skills. On a side note, Quickshot appears to be overpowered, overshadowing other potentially interesting Ranger skills.

The combination of long range, minimal damage drop-off, and the debilitating slow effect contributes to what I find unbalanced about Rangers. If the slow effect were less severe, their range were more in line with other classes, or their damage were reduced to a level where they couldn’t take down Barbarians with a single Quickshot, they would feel more fair to face. If fairness is lost, then ultimately the Dark and Darker Gold rewards will be skewed to one side and will only get worse.

Those who call for drastic Ranger nerfs are likely expressing their frustration, but it’s essential for Rangers to fulfill their role as ranged DPS while remaining counterable. Currently, it seems that Rangers often dictate the outcome of combat encounters and eliminate opponents who have little recourse but to succumb after a Ranger enters the fray.

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