But there will always be a highest DPS class/build. It's pretty much impossible for every class and every build to be equal.NerfEverything wrote: »Trials aren't bad for class balance.
They just make the existing balance issues more apparent. This issues would continue to exist with or without trials.
Maverick827 wrote: »But there will always be a highest DPS class/build. It's pretty much impossible for every class and every build to be equal.NerfEverything wrote: »Trials aren't bad for class balance.
They just make the existing balance issues more apparent. This issues would continue to exist with or without trials.
The way you offset this is with various mechanics that make unique class tools more valuable than the amount of damage they aren't dealing (which isn't to any that you don't try to get them all close to each other).
Trials being all about time and DPS will create supposed disparities betwn classes where otherwise there might not be any (again, I'm not saying there aren't any now, but there can never not be any with trials as they currently are).
Ragnar_Lodbrok wrote: »Templars do more dps than DK's.
Maverick827 wrote: »Raiding in other MMOs (read: WoW) is (was?) successful and challenging because it was diverse. There were DPS races, yes, but they were accompanied by encounters where personal survivability, spatial awareness, and other non-DPS mechanics were the main focus.
It was never benefical to simply stack the class that had the highest DPS because doing so would have made your raid less effective in other encounters. DPS races were the vast minority of boss encounter archetypes.
You will never acheive PvE class balance if the entirety of your end game is based around who can beat it more quickly. There will always be a mathematically highest DPS class and spec no matter what you do, and serious guilds will always choose those classes and those specs if they aren't given reasons not to. Even tanks and healers are currently judged by how much damage they can also do in addition to their main roles.
At there plans to make non-trial "raid" dungeons that focus more on mechanics, stategy, and raid composition than time? I don't believe it is possible to create a good raiding environment solely with your current implementation of trials.
Maverick827 wrote: »Raiding in other MMOs (read: WoW) is (was?) successful and challenging because it was diverse. There were DPS races, yes, but they were accompanied by encounters where personal survivability, spatial awareness, and other non-DPS mechanics were the main focus.
It was never benefical to simply stack the class that had the highest DPS because doing so would have made your raid less effective in other encounters. DPS races were the vast minority of boss encounter archetypes.
You will never acheive PvE class balance if the entirety of your end game is based around who can beat it more quickly. There will always be a mathematically highest DPS class and spec no matter what you do, and serious guilds will always choose those classes and those specs if they aren't given reasons not to. Even tanks and healers are currently judged by how much damage they can also do in addition to their main roles.
At there plans to make non-trial "raid" dungeons that focus more on mechanics, stategy, and raid composition than time? I don't believe it is possible to create a good raiding environment solely with your current implementation of trials.
You never raided sunwell then.
Most of those fights were spriest, shaman fights. Bloodlust stacking and mana batteries.
Top guilds *still* class stack.
Now, anything with timed leaderboards is detrimental. Anything with limited attempts can be detrimental.
You have any idea how hard it was to get my raid leader in wrath to take my main to 10 man heroic raids? They wanted my alt, a holy paladin, rather than my restoration shaman. He stacked resto druids and paladins in 25.
The only time I got to do 10.... we got a tribute to insanity(no wipes) but still...
Heck, even in WoW you were often required to be a specific spec for your class. If you weren't that spec and you tried to group with random folks you'd likely be insulted for your choice, or kicked out of a group. They haven't been able to truly balance their game in the length of time it's been out and they have a lot less combination choices to deal with.
Don't worry, when I get to VR I will gladly head up a trial group that doesn't care about the timer or exclude people for playing the build they WANT to play. We won't trap ourselves into thinking that a group has to be composed a certain way to be successful--we'll experiment, adapt, and have fun how we please.
Good night, everyone
Maverick827 wrote: »Raiding in other MMOs (read: WoW) is (was?) successful and challenging because it was diverse. There were DPS races, yes, but they were accompanied by encounters where personal survivability, spatial awareness, and other non-DPS mechanics were the main focus.
I never said that a raid did not benefit from stacking the best class, but boss encounters in WoW were rarely designed with mechanics that required it. Hard enrage timers were rare, and soft enrage timers only really punished raids with bad players, not raids with bad compositions. Eventually Blizzard started designing encounters such that certain classes could excel on different bosses. Some were the best kiters, some had the best CC, some had the right mitigation tools, etc.Maverick827 wrote: »Raiding in other MMOs (read: WoW) is (was?) successful and challenging because it was diverse. There were DPS races, yes, but they were accompanied by encounters where personal survivability, spatial awareness, and other non-DPS mechanics were the main focus.
Calling BS on this from my 5 years in WoW, 3 years in Rift, among others. Raiding will ALWAYS have "best ofs" regardless if there's a timer or not, period. Once Guilds figure out what is the highest capable DPS build, the players wanting into that main raid will HAVE to chose that or get pushed to a different group.
Raiding in WoW:
Tanks: If during that xpac Pallys were best, you took Pallys.
DPS: If for that specific boss Hunters were best, you took Hunters.
Healers: If you could get by with ONLY Druid/Shammy combo, guess what...
Top end Guilds didn't take ANY class that under performed for that raid or boss encounter, unless they were carrying a Guild member, but for Progression, NEVER. They would take exactly what classes/builds were the literal top 1% and even then the only the players who could use those classes/builds at the level of a top 1%'er.
I 100% agree with @Nerfeverything that ESO Trials just revealed how badly balanced classes are at current.
Maverick827 wrote: »Raiding in other MMOs (read: WoW) is (was?) successful and challenging because it was diverse. There were DPS races, yes, but they were accompanied by encounters where personal survivability, spatial awareness, and other non-DPS mechanics were the main focus.
It was never benefical to simply stack the class that had the highest DPS because doing so would have made your raid less effective in other encounters. DPS races were the vast minority of boss encounter archetypes.
You will never acheive PvE class balance if the entirety of your end game is based around who can beat it more quickly. There will always be a mathematically highest DPS class and spec no matter what you do, and serious guilds will always choose those classes and those specs if they aren't given reasons not to. Even tanks and healers are currently judged by how much damage they can also do in addition to their main roles.
At there plans to make non-trial "raid" dungeons that focus more on mechanics, stategy, and raid composition than time? I don't believe it is possible to create a good raiding environment solely with your current implementation of trials.