2. If the takeaway is that it will be difficult for you to control balance in the future and that you need to leave room for introducing new types of character gear—"so we need to remove something"—I agree, in a way, yes, BECAUSE:
passives in kh - RAS
Level 5 amulets - two
talents - THREE
Chaotic Improv Epic - FOUR
Your presence in the experience/GSA ranking gives you stats - FIVE
flags - SIX
Every event has a bunch of runhuyuns, buffs, olfs, socks/magic potions, etc. - SEVEN
I won't write all the points, but there are still some
That's a lot, doesn't it? And we're definitely not stopping there.
All the numbers below will be just an example for understanding, the topic is suitable for a calm future
* If you're afraid things could go too far, with stats multiplying inappropriately and class balance going to hell (as if that's not already the case) - don't remove passive skills from KH, just trim them, and all clans will be on equal terms. If my lvl 5 KH gives me 30% to my character's boost, let it give me 15%, not 0%. If some mid clan's lvl 3 KH gives 20% to their character's boost, it will give 10%, the difference between clans will remain exactly the same as it was, because EVERYONE will be trimmed.
"For example, if two players from different clans have cap bonuses of +5% damage and 10% defense, and these bonuses are cut to 2.5% damage and 5% defense, their damage to each other will be essentially the same as before and after the cut. You'll just get less boost for those poor newbies who have absolutely no skills, but what kind of faggot enjoys asserting themselves on such tiny things?"
* You can also trim stats from talents at the same time.I sincerely don't understand why passives in KH, on which we spent 1-2-3 million gold and time and sweat from fucking temple warriors and KMOs, give several times less value than boosts from talents, on which you spend 0 gold and don't spend two years making them, but just throw together a loadout in twenty stupid seconds.
Trim talents similarly so that you don't get 42% PvP damage, 20% refresh, 18% PvP defense, etc. for a full tree, but half as much. 21% PvP damage, 10% refresh, and 9% PvP defense—that would still be a lot, it would all scale, and I don't understand why such huge stats are needed except for PvE. We've been fighting just fine for decades without these bonuses.
* I would also think separately about amulets, with 10% damage to nipples, PvP damage, etc., which can be comprehensively cut in half.
PvE , please don't throw crap at me, I know that almost all of this helps in PvE in 80% of cases, I would increase the PvE damage/defense separately so that nothing changes for you with mobs after this patch, and I wouldn't touch the passive in KH for rates.
To summarize, cutting all these passives/talents/amulets will take the developer half an evening, so what we end up with is:
+ they don't remove our passives, you don't burn
+ nothing will change significantly in PvP (you can't prove that to me)
+ nothing will change in PvE, which is the most important thing for most people
+ It will be easier for the balancer to correct the balance itself in the future, since we don’t have scaling stats with inadequate numbers
+ we're emptying it out a bit and leaving room for the game designer to add something in the future, so with a patch like this, something new most likely won't break everything [ezm.
(I've divided this into two posts, each with a different sentence, so you can tell based on the likes which one you like more.)