When I playtested the new rules, I was unclear on some of the reasoning behind the changes.
Sometimes I could figure it out. For example, "The intent was to streamline the system by reducing effects which were very similar to other effects without losing the flavor of the system long-term players know and enjoy. " tells me that people thought combat effects were too confusing. Presumably players could have more fun if combat effects were simpler.
But sometimes I was unsure. For example, I don't know what problem we solve with meditate.
With the increased cost for proficiency cost, I wasn't really sure. Did the high base damage make combat too complicated? Did players have prof envy (were characters with big weapon damage stealing all the fun)?
I did see this: "This helps close some of the gap between high-level players and low-level players, and gives additional reason to spread build expenditure around instead of just buying Weapon Proficiencies or Backstabs at high levels."
However, if the problem is that low level players are not having fun in combat, I don't know if making profs/backstabs more efficient solves the problem. If there is a real performance problem with low level players not having enough fun in combat, then part of the solution should involve casters. I think meditate makes the problem worse. Sure as a scholar with a 12 block, meditate is great for me. I can throw a dozen prisons and not worry too much about missing. But the low level players may feel that I am important and they are not.
But even looking only at profs or backstabs (though I stress that if the problem is low level players not having enough fun in combat then looking only at profs and backstabs is a problem), I don't see much of a solution.
With the current rules you might have someone swinging 3s next to someone swinging 30s (or the old timer ight swing 20s but have a bunch of slays and eviscerates). With the new rules, you might have someone swinging 3s next to someone swinging 10s who also has a bunch of slays and improved slays and eviscerates. I don't see how the player swinging 3s has more fun in the second scenario. The low level player will still be badly outclassed and will probably be taken out of the fight pretty quickly. The high level fighter will do all the damage and have all the staying power with either the current or the new rules.
I think any change that makes combat more fun for low level characters has to involve not only profs and backstabs, but also spells, and staying power (defensives, protectives, magic items).
Also, I was never clear on why proficiency and backstab got the same treatment. The skills seem pretty different in their effect and in their popularity (when I was able to find data for Alliance events, fighters outnumbered rogues and templars outnumbered adepts).
So is the problem that low level players don't have enough fun in combat? If so, I don't think we've found a complete solution.
Sometimes I could figure it out. For example, "The intent was to streamline the system by reducing effects which were very similar to other effects without losing the flavor of the system long-term players know and enjoy. " tells me that people thought combat effects were too confusing. Presumably players could have more fun if combat effects were simpler.
But sometimes I was unsure. For example, I don't know what problem we solve with meditate.
With the increased cost for proficiency cost, I wasn't really sure. Did the high base damage make combat too complicated? Did players have prof envy (were characters with big weapon damage stealing all the fun)?
I did see this: "This helps close some of the gap between high-level players and low-level players, and gives additional reason to spread build expenditure around instead of just buying Weapon Proficiencies or Backstabs at high levels."
However, if the problem is that low level players are not having fun in combat, I don't know if making profs/backstabs more efficient solves the problem. If there is a real performance problem with low level players not having enough fun in combat, then part of the solution should involve casters. I think meditate makes the problem worse. Sure as a scholar with a 12 block, meditate is great for me. I can throw a dozen prisons and not worry too much about missing. But the low level players may feel that I am important and they are not.
But even looking only at profs or backstabs (though I stress that if the problem is low level players not having enough fun in combat then looking only at profs and backstabs is a problem), I don't see much of a solution.
With the current rules you might have someone swinging 3s next to someone swinging 30s (or the old timer ight swing 20s but have a bunch of slays and eviscerates). With the new rules, you might have someone swinging 3s next to someone swinging 10s who also has a bunch of slays and improved slays and eviscerates. I don't see how the player swinging 3s has more fun in the second scenario. The low level player will still be badly outclassed and will probably be taken out of the fight pretty quickly. The high level fighter will do all the damage and have all the staying power with either the current or the new rules.
I think any change that makes combat more fun for low level characters has to involve not only profs and backstabs, but also spells, and staying power (defensives, protectives, magic items).
Also, I was never clear on why proficiency and backstab got the same treatment. The skills seem pretty different in their effect and in their popularity (when I was able to find data for Alliance events, fighters outnumbered rogues and templars outnumbered adepts).
So is the problem that low level players don't have enough fun in combat? If so, I don't think we've found a complete solution.