Princess_Kassiopeia wrote: »Two jousting Knights OBVIOUSLY hope that the other is not as empowered as they in the art of jousting so that they can defeat their opponent.
If their skills were equal..... they would always strike each others shields and nobody would die and none would be the Champion.
I think the goal should be to make every class feel unique while making them as close as possible in terms of general performance.
THe way they can do that is to give different toolkits that achieve a similar result, for example, let's say the goal is to survive, for templars it could be more healing, for dk more defense.
Basically you balance things differently but achieve similar results.
As for damage, that's pretty straightforward, you design a class and then you tune it.
Princess_Kassiopeia wrote: »I have read many player talking about this power and that power and balls of lightning and etc etc.... Too powerful this and too powerful that....
Surely... if all strengths in whatever manifested form they take on according to the imagination of the developers were EQUAL.... wouldn't that promote stalemates across many regions of the game???
I fail to understand why people cannot see this.
Skillset differentiation surely allows the art of tactical alternation which in turn allows the element of surprise in attack and so therefore......... a winner.
Two jousting Knights OBVIOUSLY hope that the other is not as empowered as they in the art of jousting so that they can defeat their opponent.
If their skills were equal..... they would always strike each others shields and nobody would die and none would be the Champion.
Being taken by surprise or finding ones self up against an opponent they cannot defeat should promote a determination to find a chance means of unexpected attack for a victory...... not a demand for everything to be equal which defeats the very purpose of the battle.
Even if all pvp is about light attacks or heavy attacks
people will complain about who attacked first and medium attack will be considered an exploit
Some feedback from players is worthwhile, while other feedback can be considered nonsense
A lot of people aren't that honest with themselves and convince themselves they're god tier players so whenever they get beaten whatever beat them must be broken overpowered.
Personally as a non-competitive player I'd far rather classes were distinct and different even if that means some are stronger at some things than others, rather than all classes being all things to all players on an equal basis. I don't like that each class has to fulfil all roles, but then I go back to EQ where Enchanters were crowd controllers, clerics were healers, rangers were pullers etc.
relentless_turnip wrote: »I think the goal should be to make every class feel unique while making them as close as possible in terms of general performance.
THe way they can do that is to give different toolkits that achieve a similar result, for example, let's say the goal is to survive, for templars it could be more healing, for dk more defense.
Basically you balance things differently but achieve similar results.
As for damage, that's pretty straightforward, you design a class and then you tune it.
That is pretty much what they've done? We need some proc set adjustments to see how balanced the game is tbh. We can play a patch without them and then make class adjustments.
I don't believe any class is in a much worse place than others and I play a lot of them regularly. Some synergise well with this meta because of their ease in health stacking or an overloaded heal that scales with health. Outside of a proc meta it wouldn't seem that overloaded.
I'm all for keeping things as equal as possible, but there are a lot of people who demand that anything that makes a class unique be gutted because "wHy dOeS X cLaSs gEt Y bUt Z cLaSs DoEsNt". Streak and flappy wings are the first big ones to come to mind. Honestly double proc sets and werewolves are far more annoying than any class differences IMO in the current meta with double proc sets enabling a lot of the broken playstyles on multiple classes currently.
There is also a plague of people who play only one or two classes that insist their class is trash so everything they play needs massive buffs and everything else needs massive nerfs. I've played quite a few competitive games and in my experience "mains" are the absolute WORST people to go to for balance advice without a doubt. Don't get me wrong, occasionally you will find a reasonable "main" with a good perspective and honest reflection, but they get lost in a sea of insane bias.
If people played multiple classes you would eventually find the scenarios that destroy you on those classes and you could carry that knowledge back to your other classes. Instead people beat their head against the wall doing the same thing that isnt working then come to the conclusion that their class is weak and whatever beat them is strong. Therefore buff me, nerf them.
It's very hard to have a meaningful balance conversation with someone who has decided "I haven't attempted to find a way to counter sorc or necro or whatever, therefore nerf them". I would suggest try playing that class and eventually you will find someone who *** on you and you'll have that moment of "oh, thats how you deal with them".
That won't fix the issue with coming across players that are just better players though. There is a lot of that that goes on as well. I'm a fairly average player so when someone completely dumps on me (outside of unloading dual proc sets with a few burst skills) I just assume they're better than me and go about my day. A lot of people aren't that honest with themselves and convince themselves they're god tier players so whenever they get beaten whatever beat them must be broken overpowered.
Princess_Kassiopeia wrote: »I have read many player talking about this power and that power and balls of lightning and etc etc.... Too powerful this and too powerful that....
Surely... if all strengths in whatever manifested form they take on according to the imagination of the developers were EQUAL.... wouldn't that promote stalemates across many regions of the game???
I fail to understand why people cannot see this.
Skillset differentiation surely allows the art of tactical alternation which in turn allows the element of surprise in attack and so therefore......... a winner.
Two jousting Knights OBVIOUSLY hope that the other is not as empowered as they in the art of jousting so that they can defeat their opponent.
If their skills were equal..... they would always strike each others shields and nobody would die and none would be the Champion.
Being taken by surprise or finding ones self up against an opponent they cannot defeat should promote a determination to find a chance means of unexpected attack for a victory...... not a demand for everything to be equal which defeats the very purpose of the battle.
relentless_turnip wrote: »I think the goal should be to make every class feel unique while making them as close as possible in terms of general performance.
THe way they can do that is to give different toolkits that achieve a similar result, for example, let's say the goal is to survive, for templars it could be more healing, for dk more defense.
Basically you balance things differently but achieve similar results.
As for damage, that's pretty straightforward, you design a class and then you tune it.
That is pretty much what they've done? We need some proc set adjustments to see how balanced the game is tbh. We can play a patch without them and then make class adjustments.
I don't believe any class is in a much worse place than others and I play a lot of them regularly. Some synergise well with this meta because of their ease in health stacking or an overloaded heal that scales with health. Outside of a proc meta it wouldn't seem that overloaded.
relentless_turnip wrote: »I think the goal should be to make every class feel unique while making them as close as possible in terms of general performance.
THe way they can do that is to give different toolkits that achieve a similar result, for example, let's say the goal is to survive, for templars it could be more healing, for dk more defense.
Basically you balance things differently but achieve similar results.
As for damage, that's pretty straightforward, you design a class and then you tune it.
That is pretty much what they've done? We need some proc set adjustments to see how balanced the game is tbh. We can play a patch without them and then make class adjustments.
I don't believe any class is in a much worse place than others and I play a lot of them regularly. Some synergise well with this meta because of their ease in health stacking or an overloaded heal that scales with health. Outside of a proc meta it wouldn't seem that overloaded.
No they've done the exact opposite. Their effort to standardize every thing has led to much less variety in pvp. People mostly gravitate to the same couple of classes/builds and don't bother with any others cause there's no point. They've removed the fun and unique elements and abilities that made people want to play others so why bother. Honestly while proc sets suck, without them you'd see even less variety as well since it's the only thing making some of them viable right now.