Hey There!
SInce the main goal of the class rep program is to deliver feedback and pain points ot the developers, we've been trying to find a way to achieve long-term class diversity in both aspects of the game, mainly for PvE 12-Man groups. The developers are aware of this problem, since we've been dealing with a class stacking meta for multiple patches now, and they've been trying to fix it by changing a few nightblade skills, (i.e. nerfing them). We've been voicing our disagreement to the changes because that is (as we perceive) the wrong direction to go for, given that it does not fix the underlying problem. Nerfing nightblade will simply shift the meta to something else, meaning another class that does the highest individual dps (it might even stay because NBs have other advantages that werent changed) will be the way to go fro most effective gameplay. So how could we potentially solve this undoubtedly complex issue?
In general, the thought is that mixing classes should be better than stacking one class as Damage Dealers, Tanks or Healers. This doesnt mean groups should be directly punished for stacking NB dds or DK tanks, but that it should simply not perform as well as mixing classes on the three roles. In the current state of the game, all buffs and debuffs can be delegated to healers and tanks, making many specs (stamplar, mag dk for example) lacklustre. They simply aren't needed to provide the crucial buffs or debuffs that their builds evolve around, because tanks or healers can do it just as well, and you reach a higher group dps output by just using nightblades and shift all of this group utility to tanks and healers.
I'll try to show it by using a simple example.
Let's say you have three Damage Dealers of different classes, all doing different dps on a boss fight:
Class 1 does 83k DPS
Class 2 does 81k DPS
Class 3 does 85k DPS
We also have a healer and a tank, a tank of class 2 and a healer of class 1.
Class 3 has the highest DPS, but does not provide anything to the group. We then have a buff that a Tank of Class 2 can provide, boosting the damage of all three by 10%. Class 1 also has another debuff boosting it by another 5%, but this debuff can be brought by a healer just as easily. In this scenario, it is obviously the best choice to have 3 DDs of Class 3 and use the healer and tank to provide the buffs and debuffs. Having the three DDs of class 3 simply outperforms, since the group dps will be 3*85*1.1*1.05=294.5k, while having one DD of each class will net you only (85+83+81)*1.1*1.05=287.6k group dps. This is the exact scenario that groups are currently in: all the essential buffs and debuffs can be provided by healers and tanks (synergies, engulfing, major/minor armor debuffs, vulnerabilities, major/minor courage, alkosh, crusher, minor brutality, minor prophecy, minor sorcery, minor toughness, minor savagery etc.). Therefore it is simply better to swap almost all of them to support roles. So how can this be resolved? There's a few possible ways to solve it, and i will provide two of them that seem the most doable (we always have to take complexity of implementation into acccount here, so a complete rework of the game is simply not doable at this point).
Case 1 (Diversity through a ot of Group Utility): There could simply be so many buffs and debuffs per class that support just cannot bring them all. So tanks and healers simply run out of bar space, and then some buffs and debuffs (class-specific ones) have to be brought by Damage dealers. However, this scenario has a few drawbacks: It requires a lot of coordination, and it increases the power gap by a whole lot simply because of the sheer amount of group utility to manage we'd have in that case. It also further makes tanks and healers focus less on their actual job.
Case 2 (Diversity through restricted group utility): Make each role of a class have something unique to contribute to the group that is restricted to that role. This wouldnt need more buffs and debuffs, since we already have quite a few of them that can simply be restructured. On the other hand this is tricky to implement and requires a lot of effort. It also increases the power gap since groups have to coordinate what they bring as DDs rather than having only the key roles (tanks and healers) focus on that. It just does not increase it as much as Case 1. There's multiple ways how to restrict the buffs ande debuffs (for example having debuffs only apply if a resource pool is higher than the other two or if you heal another target, e.g. PotL only applying minor breach and fracture if your stamina pool is the highest). It can also be perceived as "forced diversity", since you'd need to have as many specs as possible to reach the best possible outcome. This does not mean healers and tanks are supposed to have no group support, they should be included in this case to provide something unique, but not take away other the identity of other specs by providing their essential buffs/debuffs.
Case 3 (Class Stack): Current situation.
Since the devs are not that interested in suggestions and possible solutions, I will leave it at that here and simply let you vote on whichever case you find best or if you see another solution, provide it here.
EDIT: After a lot of discussions with players, i wanted to add a short list of frequent pro- and contra- arguments to the above cases that came up.
1. Players promoting the class stack do not want to be forced into a specific spec. If i want to play magplar, what if someone else in my group also wants to, but my group gets punsihed for using 2 of them? The counterargument that you are currently also forced into a specific spec was mentioned, but the likelihood of you playing what you want is actually lower in the class stack scenario, because you can also look for a group that needs what you can do or alternate with a friend to play your favorite toon.
2. Players said that ideally, you'd just have all classes be very close in terms of effective damage output and be done with it. The counterargument that it does not fix the setup for support roles came up and that individual DPS is not what should ultimaely decide what to bring, but rather group DPS. How would you make e.g. a templar tank more viable in that case when looking at DPS alone?
3. Players said that it is possible to do anything on any spec right now and that we don't need to change anything. While it is certainly true that all achievements can be done on any spec, it was countered by the point that you are holding your group back by going for a spec that is less effective than another.
Edited by Masel on April 22, 2019 12:39PM
Solving the Class Stacking in PvE (Poll) 149 votes
Case 1: Diversity through a lot of Group Utility
Case 2: Diversity throug restricted Group Utility
Other (Provide another case)