Lets say you have one class doing awesome, and three not doing so well. Some of the geniuses on these forums seem to feel that the thing to do is buff the three classes (or, more accurately, the two classes) instead of nerfing the one class.
The most common reason given is that, by nerfing this very popular class, you will betray a large portion of your playerbase and thus, will cause them to quit (even though many players of that class will recognize that the ability or class is too good, and while they may be upset at the changes, they may also be willing to adapt).
This is sound logic, right? Well let me throw a twist at you, simultaneously explaining why ALL games nerf first, and buff later.
Even if you buff, you will still end up betraying a large portion of your playerbase and thus, will cause them to quit!
I know, I know ... this doesn't make a lot of sense. At least, not at first. Buffs make happy customers, and nerfs make unhappy customers. But there's more than one way to nerf a class.
You can remove a classes capabilities, thus making it harder on them. Or, you can improve the capabilities of the mobs and environment ... thus making it harder on them.
The end goal of any nerfs and buffs is generally 'balance'. Some see the only real important balance in a game being the balance between players, but I have witnessed time and again that this is no more or less important then the balance of player versus environment.
If a player kills mobs TOO quickly, they finish content TOO easily, they won't be entertained. Any player who's ever turned on god mode knows this is true. Fun for 10 minutes, boring after that.
So developers in their right minds approach the concept of player versus environment with a goal in mind. A defined quality of 'difficulty'. ESO's defined difficulty can be seen in their naming scheme. Solo content for solo players. Group content for groups. Veteran content for veteran players.
An example of a game imbalance would be if players of any class were capable of doing group content solo. This would obviously go against the simplistic definition of balance I defined last paragraph.
So to bring it back around, how does a buff become a nerf? Well, if the game developers goal is to make group content require a group, and one class is capable of doing group content completely solo, and they then buff all the other classes so that they can ALSO do group content completely solo, then the last step is to buff the environment so that it once again becomes group content. A solution that could have been achieved in only one step ... nerfing the powerful class.
Plus, let's talk about customer betrayal: do you betray one large group of players who favor a powerful class, or nearly every one of your players? How can a buffed player feel betrayed, you wonder? If you buff their power significantly and then buff the mobs, they are simply teased with power, and many will be upset when it's taken from them ... just like those of the prime class would be.
Not to mention that raising the difficulty as the last step will still make the prime class feel betrayed. Whereas your nerf upset one group, now your buffs have upset everyone.
To recap:
- Nerf a class (or two), have lots of players from those two classes pissed at you, but achieve gameplay balance with few changes.
Or
- Buff a class (or two), making those players happy.
- Buff the mobs to achieve gameplay balance.
- Make nearly every player unhappy since they have all been reduced in efficiency.
Or
- Buff a class (or two), making those players happy.
- Leave the mobs as is, leaving the game unbalanced.
- Have a longer-lasting issue as players leave the game due to it being too easy.
Whichever way a developer chooses, they lose. But the easiest path, the nerf, is always the one they choose, because in my opinion (and apparently game developers worldwide), it actually comes with the least amount of repercussions.
Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.
XBOX NA
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.