Sargethetachi wrote:
Read my lips: they nerf classes and they lose more players to WoW. Class nerfs are the worst kind of nerfs possible. Monk mitigation nerf was the biggest slap in the face to people who play monks. Bard AOE nerf also comes to mind. I've said it before on this board: Don't give us something cool, take it away, break it and then give it back. If you're going to do that, don't give it to us in the first place. You just make people mad that way.
Yeah. But it doesn't always happen that way IMO. Characters often become unitentionally more powerful (or weaker) as game content gets added to the game. Monk avoidance was not a problem until they added in newer high AC, low weight gear to the game. That combined with AC softcaps meant that in many exp group situations, monks could now tank better then any class in the game, which I don't think anyone can argue was intended or desired. The monk class's inherently higher avoidance was intended to offset the fact that they could only wear low AC gear (mitigation), with the intended result to have a character that could tank maybe as well as a ranger. Maybe. The solution was to generate a penalty for wearing high mitigation armor (high AC values) to bring that back to what it had always been.
The bard nerfs were also mostly due to content changes. SOE has experiemented with different "kinds" of mobs in different expansions. What happened is that starting in luclin (but not really hitting stride until PoP), SoE switched from mobs that had relatively even amounts of HP/AC/DPS to mobs that had lowish HP and/or AC, and very high DPS. With some mobs this was really dramatic. Huge DPS, but relatively low HPs. This made charming much more powerful then it had been before since you got a pet that dished out more damage. Swarm kiting became a hugely useful tactic simply because the mobs could kill eachother off much faster then they could before, and a well played bard could get exp off them all. AOE tactics, and kite tactics became more relatively valuable as well.
That's actually something that many players don't seem to get. Back in Kunark/Velious era, a "solo class" could solo better then a non-solo class, but not a lot better. Due to the huge discrepancy between HPs and DPS, any class that can kill without getting hit in the process has a *huge* advantage over one that can't. My paladin literally can't defeat mobs that druids and wizards can trivially quad kite simply due to the extremely high DPS rates that mobs have. They have still never really adjusted for that properly. In GoD and OoW, they shifted from raw dps to proc damage effects. Whoopie! You're still taking pretty fast damage as a tank, but for any class that doesn't have to sit there and get hit, the mobs are no tougher to kill then a Kunark era mob of the exact same level. Um... They've also increased the exp bonus for those newer mobs (to offset the fact that they do more damage I'm sure!), which is useless to melee classes who can't solo them, but basically just a huge bonus for those who can.
Note, that I've not pointed out a single change to a class. I'm just showing how by changing the nature of the mobs in a given expansion, you can drastically change the relative power of the classes in the game.
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They may do it, but it would be one of the saddest moves in the history of gaming imo.
Totally disagree. A game that does not make an effort to keep the classes somewhat balanced will not last long. Sure. In the short term, you'll get a bunch of shortsighted people who are just pissed because their overpowered class got trimmed back to be equivalent in power to every other class, but in the long run you retain more players. It's a good thing, as long as the changes aren't truely arbitrary (as opposed to those who are directly affected claiming they are arbitrary).
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Another approach to class balancing is to "beef up" the classes that are lagging rather than "nerf" the ones that aren't. I hope they go this route, but their track record doesn't suggest this will happen. Some suggestions that come to mind? Beef up the pally (post level 50). Give the necro some more qualities that groups would want. Give the Wizzie more than nuking and porting. Improve Shammy healing (though their slow will usually get them groups). Improve Ranger/Monk mitigation. All of these things and many more can be done without taking away the uniqueness of each class. I'm hoping they go this route.
No. That's a bad method. While you can (and should) do occasional beef-ups of classes, your primary method of class balance should be reducing overpowered characters.
Picture two bowls of icecream. Your job is to put the same amount in each bowl. Inevitably, you scoop out a bit too much for one of the bowls. The "smart" way to balance them is to take some from one bowl and put it in another. That keeps the overall amount of icecream the same, but makes both bowls even. If you just add icecream, then anytime you make a mistake, you much keep adding more to correct it. Pretty soon, you'll have some seriously large bowls of icecream going, and *still* not evened them. Now imagine that instead of two bowls, there are 15 that need to be balanced. Additionally, instead of just icecream, you've got banannas in there and chocolate, and sprinkles, and whipped cream. Just adding more to each one will *never* result in even amounts. It's too complex with too many things to balance. Inevitably, something will be unbalanced somewhere, and we'll have to keep adding more to all the bowls to try to balance things out.
Even some of your suggestions don't make any sense. If you add tanking ability to monks and rangers, how exactly does that not reduce the uniqueness of the warrior class? Isn't his *only* contribution to a group his ability to tank? While I wouldn't mind having pally's beefed up, I would vastly prefer they "fix" paladins by changing/adding game content that is pally/melee friendly. How about putting in mobs that have *high* HPs, moderate AC and *low* dps? What a freaking concept! Mobs that wouldn't be very useful for charming, and would be difficult and time consuming to kite, but would actually be killable by melee classes! It's a miracle! We've just rebalanced soloing abilities for several classes, all without changing a single class in the game!
Add in a few undead mobs that match those criteria, and I'd be happy as hell. It would mean that loggin in on a slow night isn't a total waste. Right now, I *can* solo, but literally will spend like an hour getting an amount of exp that I can get in about 2 kills in a group in WoS. Tell me how that makes any sense at all...
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Personally I would like to see Rangers and Druids get a pet. Some kind of woodland creature. No no, I meant a USEFUL pet for you druids out there. Don't know how this would help a group, (maybe as an offtank and added DPS) but I'd like to see it anyways.
Ok. But what is that correcting? What imbalance exists in the game that must be filled by giving rangers a pet (and druid a better pet)? You say yourself that you don't know how this will help a group, but you want it anyway. Um... All it'll do is make beastlords redundant. Additionally, you've arbitrarily increased the dps of both classes for no apparent reason (ranger's aren't already one of the best melee dps, and they need more?). Druids will just be able to kill stuff that much faster (did they have a problem before?). Honestly, that addition would be huge for ranger soloing (especially fear kiting animals since that's just extra dps). It would mostly add to druids group damage (since their solo tactics don't really take advantage of a pet). Druids already do a pretty nice mix of dps and healing (and buffing, snaring, CC, etc). Do they really need *more*?
Class balance is not an easy issue. It's a lot easier to critisize how someone else does it then come up with realistically viable ideas yourself.