This is what I'm nervous about. There are constant PTS discussions about the balance of all the classes and playstyles, and more than a few complaints about how balance is all over the place in PvE and PvP. We can already see by the number of "I play a heavy attack build because of accessibility, but I'm not allowed in any content because raiders only want Arcanists" threads that the balance is already lacking - if everything was balanced, then raids by definition wouldn't be stacked with one setup and one setup only. Trying to homogenize even more (or "add customization," as you say) is not going to help the balance issues, and by extension will only exacerbate the gatekeeping we already see in the endgame community....
I see how that can have negative effects on PvE/PvP metas, but that is really simply a balancing issue.
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The fact that we can customize to such a large degree is really the redeeming quality of the game and not a problem from my pespective. It somewhat drives narrower metas, but that is entirely fixeable through good and informed balancing.
which is a valid feeling for one person to have, but it does essentially say "I don't consider people who raid as important because that doesn't affect me personally." It's dismissive, and is evidence of ignoring a problem since it doesn't directly affect someone.The bottom line for me in this regard is: Does it matter if a raid stacks 5 generic meta DPS or 5 times the most meta DPS class? No, not really.
tomofhyrule wrote: »This is what I'm nervous about. There are constant PTS discussions about the balance of all the classes and playstyles, and more than a few complaints about how balance is all over the place in PvE and PvP. We can already see by the number of "I play a heavy attack build because of accessibility, but I'm not allowed in any content because raiders only want Arcanists" threads that the balance is already lacking - if everything was balanced, then raids by definition wouldn't be stacked with one setup and one setup only. Trying to homogenize even more (or "add customization," as you say) is not going to help the balance issues, and by extension will only exacerbate the gatekeeping we already see in the endgame community....
I see how that can have negative effects on PvE/PvP metas, but that is really simply a balancing issue.
...
The fact that we can customize to such a large degree is really the redeeming quality of the game and not a problem from my pespective. It somewhat drives narrower metas, but that is entirely fixeable through good and informed balancing.
I think the main issue is something else you said.which is a valid feeling for one person to have, but it does essentially say "I don't consider people who raid as important because that doesn't affect me personally." It's dismissive, and is evidence of ignoring a problem since it doesn't directly affect someone.The bottom line for me in this regard is: Does it matter if a raid stacks 5 generic meta DPS or 5 times the most meta DPS class? No, not really.
This game is for everyone: PvErs, PvPers, casuals, hyper-sweats, and everyone in between. Thinking about something in a way as "this makes my RP better and I don't care how it affects other groups" only serves to deepen the separations between the various playerbases, and it's not healthy for any MMO if all of its players are constantly at war with one another because they think that their way of playing is the only way that matters.
tomofhyrule wrote: »I feel like "Class identity" is one of those things that can be taken in many different ways, but we all know that when people talk about it they mean combat ability.
This is really a point right here:Now that everyone has the same meta, it really feels like Classes don't mean anything anymore, which is sad.katanagirl1 wrote: »I enjoyed playing different classes in the past, before hybridization. They all had a distinct playstyle. Now everyone is dual wield front bar and staff back bar, virtually the same skills regardless of class. They mostly wear the same gear regardless of class. Sure, you could do something different but you would sacrifice dps for it. Now stamina toons are hardly different from magicka toons.
I’ve said this before, but every class should bring something unique to the table when it comes to endgame group content. It used to be more like that but not much anymore.
This does go along with something that my trade guild GM brought to us from the Guild summit last week - they opened up for a Q&A session, even about things other than guilds, and this one one of the things mentioned:While "you don't need to run the meta" is a noble concept (and let's face it, I really do like to have fun and do silly things like tank on a werewolf), people are gonna be people. The addition of hybridization and homogenization of everything has empowered people to micromanage their entire compositions, and as a result we're seeing more people shoehorned into a handful of builds.Q: Thoughts about hybridization. A lot of the community isn't a fan of builds all being funneled in one direction.
A: Heard. Why do you feel you have to run exactly what the meta is.
(Questioner answers: "the creators show the best of the best").
Back to Rich: You don't need 120k DPS to do a trial. The meta can change. There's lots of builds that aren't necessarily "the most viable". We've watched this over the years and as soon as someone breaks a record, everyone changes their build. That's lessened past few years because we've been focused on making things consistent. Just because a creator says it's best, is it actually mandatory? I would argue it's not. ALSO, pay attention to Global Reveal in April.
After all, see the number of complaints that Heavy Attack builds are excluded from trials because a raid lead only wants people running the top meta. Even though those other builds can do them, the endgame PvE community never fully recovered after Account-wide Achievements and U35 so the remaining leads are a lot more selective and demanding than what we had before.
(and some would say 'not as good,' because I've seen top-level players whose requirements are just "bring whatever that has a high enough parse" while the mid-level ones are trying to get the trifecta-level compositions for a standard vet farm run because they can't comprehend that you don't need 120k to do a standard trial... or that just giving someone an Arcanist with Deadly/Rele isn't magically going to make them do 120k)
So I think that hybridization is a noble concept to try to make things easier to get people into trials... but doesn't account for the fact that a lot of the well-meaning leads have left the game and we're left with people who will just use hybridization to gatekeep. I fear that going further along the path of reducing Class identity will only make it easier for these people to gatekeep, even if the goal is to broaden it.
alpha_synuclein wrote: »I would very much like to see class skills being unique and giving unique buffs/debuffs that are not available to other classes. If each class would bring something to the group, each class would be sought after and we would see an actual diversity in group comps.
alpha_synuclein wrote: »The whole point of having alts is being able to play something that actually feels different. Generic weapon/guild skills should never outperform class ones.
I would very much like to see class skills being unique and giving unique buffs/debuffs that are not available to other classes. If each class would bring something to the group, each class would be sought after and we would see an actual diversity in group comps.
If anything will kill this game in the long term, it will be this ridiculous drive to homogenization that they call balance...
Avran_Sylt wrote: »The shoes in the box may seem distinct, but the box is more or less going to be the same. Tank, DPS, Healer, sets and skills aligned for maximum DPS.
Strict ability enforcement per class may make it easier to slot into a group, but reduces depth towards any individual character's long-term progression.
Avran_Sylt wrote: »I suppose the question boils down to: which players put more money into the game and participate the most with group activities, altaholics, or players that typically stick to playing one character?
It seems to me that the term "Class Identity" is like a code-word for saying that things intended to represent different aspects should be identifiable in a manner that's fitting and notable to the thing itself.
I answered very Important. What makes it so important. I'll put it this way, let's say you have a movie with two different types of battle droids. They look cool and all, but both get totally destroyed by the dumbest thing. These two things look differently but are completely insignificant and utterly useless towards the overall plot of the story. In short, they could just not be added to the film, and it wouldn't make any difference.
So then, when you have people who choose a class, that class becomes a character in the story too. In other words, if I have a server full of players in PvP and their characters are killed by the lightest thing, then what is the point in having them choose a class (or be there at all)? They could have died just as fast and not chosen a class.
But if you have like an Ice Warden freezing people and forcing them to bend to the cold elements, if I have Necros mass rezzing players and DKs fighting like Balrogs then it's like wow I want to play that character from that class. That character's part in the game now has purpose and meaning because it comes from something other than itself. Classes are meant to be different, it's not meant to be the same or to be diminished solely because of how we feel about it at the time.