Jump to content

Class Change Feedback in 5.3 and 5.4


EricMusco

Recommended Posts

lol this^^

 

balance team is a fraud

Agreed. Whoever is getting paid to work on 'balance' is being over paid. Having a game where your mid mode difficulty level is too difficult for 90% of your players is just stupid.

Link to comment
Share on other sites

  • Replies 319
  • Created
  • Last Reply

Top Posters In This Topic

Agreed. Whoever is getting paid to work on 'balance' is being over paid. Having a game where your mid mode difficulty level is too difficult for 90% of your players is just stupid.

 

Well, it's not that easy, just saying that the game is too difficult for so many players. It's also that the players aren't taught step by step ingame how to meet the challenges awaiting them later.

BW did their best to get rid of anything that would have taught a player about some basic tactics that were relevant during leveling, class missions. The old story mode FPs had a certain order that started with easy mechanics in Black Talon and Hammerstation and became more and more difficult up to the old level 50 FPs, with more complicated and combined mechanics.

With level sync/bolster in GF and the overly strong companions outside, you don't have this anymore, there is no order to follow and to learn slowly step by step what to do or not to do, like standing in stupid or just pay attention at what the enemy does and react with the skill set available to you. How to cope with several mechanics at once at some point after having learnt them one by one.

Same with SM OPS before, a lot of former SM mechanics were taken out completely instead of explaining them via raid warnings or visual cues to prepare for the harsher version in HC mode like it was done with Nefra.

 

There was once a much smoother learning curve in this game. Now it is more like ignore almost everything until you step into the newer operations or HC modes where things hit you to death all of a sudden of course people are overwhelmed then.

 

For example I did the new Ops boss Aviela+Esne with a SM PUG this weekend, it was explained about the colours, the temporarily ability bar, how to look where to find it in the preferences in case people had put it out of sight, how the basic mechanic works, blue beam > blue temporary ability, red beam > red ability. With capable healers knowing how to keep the non moving beams at the beginning on them and able to heal the bombs and red/blue aura of the bosses, that moving beam phase is all the rest needs think about apart from tanking or doing damage.

Still we had several deaths each time because it was too hard for half the group to just watch out for the rotating beams and then hit the right button. Which just can't be that hard after more than one thorough explanation and one or two tries to learn what it looks like.

In my opinion the game (operations) is not too difficult for so many players, when you are able to still get through with half the group failing this simple mechanic.

It is more that what comes before 'the end game' is too easy to prepare inexperienced players for the upped challenge later. Which in the end is also a balance issue, a different kind though.

Link to comment
Share on other sites

Well, it's not that easy, just saying that the game is too difficult for so many players. It's also that the players aren't taught step by step ingame how to meet the challenges awaiting them later.

BW did their best to get rid of anything that would have taught a player about some basic tactics that were relevant during leveling, class missions. The old story mode FPs had a certain order that started with easy mechanics in Black Talon and Hammerstation and became more and more difficult up to the old level 50 FPs, with more complicated and combined mechanics.

With level sync/bolster in GF and the overly strong companions outside, you don't have this anymore, there is no order to follow and to learn slowly step by step what to do or not to do, like standing in stupid or just pay attention at what the enemy does and react with the skill set available to you. How to cope with several mechanics at once at some point after having learnt them one by one.

Same with SM OPS before, a lot of former SM mechanics were taken out completely instead of explaining them via raid warnings or visual cues to prepare for the harsher version in HC mode like it was done with Nefra.

 

There was once a much smoother learning curve in this game. Now it is more like ignore almost everything until you step into the newer operations or HC modes where things hit you to death all of a sudden of course people are overwhelmed then.

 

For example I did the new Ops boss Aviela+Esne with a SM PUG this weekend, it was explained about the colours, the temporarily ability bar, how to look where to find it in the preferences in case people had put it out of sight, how the basic mechanic works, blue beam > blue temporary ability, red beam > red ability. With capable healers knowing how to keep the non moving beams at the beginning on them and able to heal the bombs and red/blue aura of the bosses, that moving beam phase is all the rest needs think about apart from tanking or doing damage.

Still we had several deaths each time because it was too hard for half the group to just watch out for the rotating beams and then hit the right button. Which just can't be that hard after more than one thorough explanation and one or two tries to learn what it looks like.

In my opinion the game (operations) is not too difficult for so many players, when you are able to still get through with half the group failing this simple mechanic.

It is more that what comes before 'the end game' is too easy to prepare inexperienced players for the upped challenge later. Which in the end is also a balance issue, a different kind though.

I agree fully! The game needs to adapt still.

Link to comment
Share on other sites

Agreed. Whoever is getting paid to work on 'balance' is being over paid. Having a game where your mid mode difficulty level is too difficult for 90% of your players is just stupid.

 

There is no "team." In all likelihood it is done by Charles among several other things he does. The reason it only address damage/heal output, cuz it is the only thing you can measure without doing any monitoring. So:

 

Part time dev, check

No monitoring, check

BW does not give a crap, check

 

This is how class balance is done in a nut shell.

Edited by Ottoattack
Link to comment
Share on other sites

In the past they have said the Ops team and Balancing team work independent of each other so I think it's rather due to them wanting to fit everything neatly on the chart as best they can. The curious thing is with the massive decline in player skill it seems kind of odd to make it however indirect of goals, content particularly old content more challenging especially curious after the release of 248 gear which they may see as a blunder on the part of the predecessor. But who knows. The Ops are still doable just that DPS checks will be tighter although a problem in this day and age of the average player. What effect on population though I can't say.
Link to comment
Share on other sites

Well, it's not that easy, just saying that the game is too difficult for so many players. It's also that the players aren't taught step by step ingame how to meet the challenges awaiting them later..

 

This is a direct result of BW making raids "accessible" in 4.0. Before the 4.0 neutering of SM raids when mechanics and even entire steps of raids were eliminated from story mode, SM raids actually taught you how to raid and taught you mechanics that progressed you to later HM raids. Now with the everybody gets a participation trophy SM raids post 4.0 nobody learns how to raid for HM from SM. In order to counteract this trend I'd like an additional level of difficulty implemented. We should have "accessible mode" via daily GF that we already have, then old school SM, HM, and NM because right now going from accessible mode straight into HM most players are completely unprepared unless is KP\EV HM.

Link to comment
Share on other sites

Well, it's not that easy, just saying that the game is too difficult for so many players. It's also that the players aren't taught step by step ingame how to meet the challenges awaiting them later.

Well HM and NiM, even before the 5.3 nerfs could not be accomplished by many classes in the recommended gear.

 

Here are the pre-5.2 output numbers

Iokath MK-5, Tier 3: Legendary (242 ilvl)

 

DPS Ranking:

 

 

DPS Ranking for Iokath MK-5, Tier 3: Legendary (242 ilvl)

 

Rank - DPS+-StdDev - vs Average (9303) DPS --- Imperial - Republic

01 - 10016+-290 - +7.67% --- Operative-Lethality || Scoundrel-Ruffian

02 - 9748+-144 - +4.79% --- Sniper-Virulence || Gunslinger-Dirty Fighting

03 - 9722+-243 - +4.50% --- Sniper-Engineering || Gunslinger-Saboteur

04 - 9698+-373 - +4.25% --- Mercenary-Innovative Ordinance || Commando-Assault Specialist

05 - 9626+-256 - +3.47% --- Marauder-Annihilation || Sentinel-Watchman

06 - 9461+-475 - +1.70% --- Operative-Concealment || Scoundrel-Scrapper

07 - 9459+-525 - +1.68% --- Assassin-Deception || Shadow-Infiltration

08 - 9453+-269 - +1.61% --- Marauder-Carnage || Sentinel-Combat

09 - 9359+-466 - +0.61% --- Mercenary-Arsenal || Commando-Gunnery

10 - 9339+-334 - +0.39% --- Juggernaut-Vengeance || Guardian-Vigilance

11 - 9179+-439 - -1.33% --- Juggernaut-Rage || Guardian-Focus

12 - 9152+-316 - -1.62% --- Marauder-Fury || Sentinel-Concentration

13 - 9013+-455 - -3.12% --- Powertech-Advanced Prototype || Vanguard-Tactics

14 - 8973+-312 - -3.55% --- Assassin-Hatred || Shadow-Serenity

15 - 8896+-345 - -4.37% --- Powertech-Pyrotech || Vanguard-Plasmatech

16 - 8870+-241 - -4.65% --- Sorcerer-Madness || Sage-Balance

17 - 8796+-416 - -5.45% --- Sniper-Marksman || Gunslinger-Sharpshooter

18 - 8692+-273 - -6.57% --- Sorcerer-Lightning || Sage-Telekinetics

 

 

Note that HM Styrak and HM Terror both require over 8k sustained DPS despite mechanics that caused serious DPS drop offs. Yet many classes were struggling to put that out in 242(NiM gear) pre 5.2.

 

Then we got 5.2 and the new 248 gear and here are those numbers:

GEMINI MK-5, Tier 4: Legendary (248 ilvl)

DPS Rankings:

 

 

 

DPS Ranking for GEMINI MK-5, Tier 4: Legendary (248 ilvl)

 

Rank - DPS+-StdDev - vs Average (9991) DPS --- Imperial - Republic

01 - 10754+-322 - +7.64% --- Operative-Lethality || Scoundrel-Ruffian

02 - 10467+-161 - +4.77% --- Sniper-Virulence || Gunslinger-Dirty Fighting

03 - 10441+-270 - +4.51% --- Sniper-Engineering || Gunslinger-Saboteur

04 - 10432+-414 - +4.42% --- Mercenary-Innovative Ordinance || Commando-Assault Specialist

05 - 10336+-284 - +3.46% --- Marauder-Annihilation || Sentinel-Watchman

06 - 10157+-526 - +1.67% --- Operative-Concealment || Scoundrel-Scrapper

07 - 10157+-582 - +1.67% --- Assassin-Deception || Shadow-Infiltration

08 - 10150+-299 - +1.60% --- Marauder-Carnage || Sentinel-Combat

09 - 10054+-516 - +0.63% --- Mercenary-Arsenal || Commando-Gunnery

10 - 10027+-372 - +0.36% --- Juggernaut-Vengeance || Guardian-Vigilance

11 - 9857+-488 - -1.33% --- Juggernaut-Rage || Guardian-Focus

12 - 9828+-351 - -1.62% --- Marauder-Fury || Sentinel-Concentration

13 - 9679+-505 - -3.12% --- Powertech-Advanced Prototype || Vanguard-Tactics

14 - 9640+-346 - -3.51% --- Assassin-Hatred || Shadow-Serenity

15 - 9556+-383 - -4.35% --- Powertech-Pyrotech || Vanguard-Plasmatech

16 - 9520+-268 - -4.71% --- Sorcerer-Madness || Sage-Balance

17 - 9448+-461 - -5.43% --- Sniper-Marksman || Gunslinger-Sharpshooter

18 - 9327+-304 - -6.64% --- Sorcerer-Lightning || Sage-Telekinetics

 

 

 

 

Again note that both Styrak and the Terror in NiM require more than 9k sustained DPS, yet many classes were struggling to put that out on a dummy, let alone with game mechanics that caused DPS drop offs. Then came the nerfs in 5.3 which dropped more classes into the not viable category.

 

This has been brought up many times. Simply when you need top tier gear to have the possibility of putting out sufficient DPS to clear your middle tier of difficulty, your game is simply too hard.

 

The class balancing is frankly breaking endgame PVE.

Edited by Khiriath
Link to comment
Share on other sites

This has been brought up many times. Simply when you need top tier gear to have the possibility of putting out sufficient DPS to clear your middle tier of difficulty, your game is simply too hard.

 

The class balancing is frankly breaking endgame PVE.

..

 

I actually think that is the case. The end game PvE was supposedly balanced around 236 gear. The problem is 242 is accessible through none NiM raiding, which kind of removed that you need to defeat content to progress gear. Then adding 248 just added to the problem. So, BW in their infinite wisdom are trying to re-balance the end game PvE content by nerfing everyone's output.

 

Of course this completely ignores the fact that you need over 9K dps to do NiM raids. Sorc dps (among many) cannot put 9K dps in 236 gear.

 

We can sit here an argue that 10% gap assumed by BW is too large and that in reality the variance is bigger, but you are preaching to the quire. And if you consider PvP it is so much worse. I would say a discipline like dec sin is significantly more effective than lightning sorc in PvP, way more than 7-8% (which is just the damage output difference between them on a dummy).

 

This also completely ignores mobility, survivability and utility. It is unquestionable that the class balance changes in 5.3 were dumb, and 5.4 changes will not be any better, cuz BW are not monitoring and ignoring all feedback that does not fit into their suggested dummy parses.

Edited by Ottoattack
Link to comment
Share on other sites

..

 

I actually think that is the case. The end game PvE was supposedly balanced around 236 gear. The problem is 242 is accessible through none NiM raiding, which kind of removed that you need to defeat content to progress gear. Then adding 248 just added to the problem. So, BW in their infinite wisdom are trying to re-balance the end game PvE content by nerfing everyone's output.

 

Of course this completely ignores the fact that you need over 9K dps to do NiM raids. Sorc dps (among many) cannot put 9K dps in 236 gear.

 

We can sit here an argue that 10% gap assumed by BW is too large and that in reality the variance is bigger, but you are preaching to the quire. And if you consider PvP it is so much worse. I would say a discipline like dec sin is significantly more effective than lightning sorc in PvP, way more than 7-8% (which is just the damage output difference between them on a dummy).

 

This also completely ignores mobility, survivability and utility. It is unquestionable that the class balance changes in 5.3 were dumb, and 5.4 changes will not be any better, cuz BW are not monitoring and ignoring all feedback that does not fit into their suggested dummy parses.

 

The ability to put out 9k DPS on a dummy, does not mean you can put out 9k DPS in a boss fight. Take Styrak, you really need to parse 9,2k to be carrying your own weight. That included Kell Dragon spin(where your DPS drops through the floor), target switches, nightmare ect, knock backs and interrupts and all the other mechanics that lower your DPS. Sure a Sorc in 248 can finally put out the necessary DPS on a dummy. But they don't stand a chance in a fight where the inescapable mechanics lower their DPS significantly.

Link to comment
Share on other sites

The ability to put out 9k DPS on a dummy, does not mean you can put out 9k DPS in a boss fight. Take Styrak, you really need to parse 9,2k to be carrying your own weight. That included Kell Dragon spin(where your DPS drops through the floor), target switches, nightmare ect, knock backs and interrupts and all the other mechanics that lower your DPS. Sure a Sorc in 248 can finally put out the necessary DPS on a dummy. But they don't stand a chance in a fight where the inescapable mechanics lower their DPS significantly.

 

This. You can see anywhere from a 500-2,000 drop from your dummy parse numbers on any given boss. Any PvE balancing to be done should be against Ops bosses, taking into account downtime and effects that reduce damage (such as buffs on the boss, or debuffs on the players), not against dummies.

 

I'd rather know my class can parse 9.2k on Styrak than 10.5k on a dummy.

Edited by masterceil
Link to comment
Share on other sites

The ability to put out 9k DPS on a dummy, does not mean you can put out 9k DPS in a boss fight. Take Styrak, you really need to parse 9,2k to be carrying your own weight. That included Kell Dragon spin(where your DPS drops through the floor), target switches, nightmare ect, knock backs and interrupts and all the other mechanics that lower your DPS. Sure a Sorc in 248 can finally put out the necessary DPS on a dummy. But they don't stand a chance in a fight where the inescapable mechanics lower their DPS significantly.

 

Absolutely, I cannot even put 6K dps in PvP with carnage :p.

 

Jokes aside, the problem is HM is supposed to be doable in 230 and NiM in 236. Sorc dps (amoung many others) does not even stand a chance with that level of gear. 5.3 was supposed to be for buffing under performing disciplines, since the upper performing disciplines seamed well tuned for the content difficulty. The exact opposite happened.

 

As a PvPer the problems are far more entangled and a 3-5% dps/hps buff or nerf does not do anything in that releam.

Edited by Ottoattack
Link to comment
Share on other sites

Absolutely, I cannot even put 6K dps in PvP with carnage :p.

 

Jokes aside, the problem is HM is supposed to be doable in 230 and NiM in 236. Sorc dps (amoung many others) does not even stand a chance with that level of gear. 5.3 was supposed to be for buffing under performing disciplines, since the upper performing disciplines seamed well tuned for the content difficulty. The exact opposite happened.

 

As a PvPer the problems are far more entangled and a 3-5% dps/hps buff or nerf does not do anything in that releam.

 

Yeah, but no class could pass Styrak in 236 gear. Not just sorcs, none. Here are the numbers for 240 gear.

Iokath MK-3, Tier 3: Artifact (240 ilvl)

 

DPS Ranking:

 

 

DPS Ranking for Iokath MK-3, Tier 3: Artifact (240 ilvl)

 

Rank - DPS+-StdDev - vs Average (8935) DPS --- Imperial - Republic

01 - 9622+-274 - +7.68% --- Operative-Lethality || Scoundrel-Ruffian

02 - 9365+-136 - +4.81% --- Sniper-Virulence || Gunslinger-Dirty Fighting

03 - 9337+-229 - +4.50% --- Sniper-Engineering || Gunslinger-Saboteur

04 - 9307+-352 - +4.16% --- Mercenary-Innovative Ordinance || Commando-Assault Specialist

05 - 9246+-241 - +3.48% --- Marauder-Annihilation || Sentinel-Watchman

06 - 9088+-448 - +1.71% --- Operative-Concealment || Scoundrel-Scrapper

07 - 9085+-496 - +1.68% --- Assassin-Deception || Shadow-Infiltration

08 - 9082+-254 - +1.64% --- Marauder-Carnage || Sentinel-Combat

09 - 8987+-440 - +0.58% --- Mercenary-Arsenal || Commando-Gunnery

10 - 8972+-315 - +0.41% --- Juggernaut-Vengeance || Guardian-Vigilance

11 - 8816+-414 - -1.34% --- Juggernaut-Rage || Guardian-Focus

12 - 8790+-299 - -1.62% --- Marauder-Fury || Sentinel-Concentration

13 - 8654+-429 - -3.14% --- Powertech-Advanced Prototype || Vanguard-Tactics

14 - 8617+-294 - -3.56% --- Assassin-Hatred || Shadow-Serenity

15 - 8542+-326 - -4.40% --- Powertech-Pyrotech || Vanguard-Plasmatech

16 - 8522+-228 - -4.62% --- Sorcerer-Madness || Sage-Balance

17 - 8449+-393 - -5.44% --- Sniper-Marksman || Gunslinger-Sharpshooter

18 - 8352+-258 - -6.53% --- Sorcerer-Lightning || Sage-Telekinetics

 

 

Please note that the highest parsing class is on average well below the threshold for being able to pass NiM Styrak when you factor in the mechanics of just the Kell Dragon spin. PvE balancing in 5.X has just been an absolute mess, and they are only making it worse. I really wish the Devs would answer this.

 

Either they have to buff the classes, or nerf the ops bosses. Personally I believe that every class should be viable, with mechanics factored in, for all content at the recommended gear level. However, what we have is that no class can put out sufficient dmg to clear all content at recommended gear rating. If that problem is sorted, personally I don't care about 10% spread or whatever. They want 10% spread, fine, so long as the lowest DPSing class can still, mehanics included, clear the content at recommended gear rating.

 

Then we can talk about PvP balance, which is admittedly a mess, but we cannot continue to break one for the sake of the other.

Link to comment
Share on other sites

Absolutely, I cannot even put 6K dps in PvP with carnage :p.

 

Jokes aside, the problem is HM is supposed to be doable in 230 and NiM in 236. Sorc dps (amoung many others) does not even stand a chance with that level of gear. 5.3 was supposed to be for buffing under performing disciplines, since the upper performing disciplines seamed well tuned for the content difficulty. The exact opposite happened.

 

As a PvPer the problems are far more entangled and a 3-5% dps/hps buff or nerf does not do anything in that releam.

 

No the minimum gear recommendations for Ops are SM 230 gear (despite being bolstered), HM 236, Ni 242. But on the dummy vs reality arguments I see a lot of people agreeing that dummy parses don't really show anything other than dummy parse data since it's not applicable to either Ops or PVP where real world factors come into play.

 

They really need to balance PVP and PVE completely separately. In fact I'd like to see a PVP ability tree that shows up and are the only abilities usable in PVP so they can be buffed\nerfed solely in response to how they do in PVP so PVE isn't affected when they are changed.

Link to comment
Share on other sites

Then we can talk about PvP balance, which is admittedly a mess, but we cannot continue to break one for the sake of the other.

 

TBH, we do not need to break anything in PvP or PvE so it would be fixed in the other side. And with the exception of sorc nerfs (which were not done correctly) the changes in 5.3 were PvE based and missed the mark with the exception of pyro PT (even hatred changes are questionable at best).

 

If BW just nerfed the survivability of snipers and merc to a decent level, everyone in PvP would have been happy. But no.. they had to adjust crap that no one asked for and makes no sense and piss off everyone. Take merc player base, completely disgruntled at that changes, and yet everyone in PvP is still disgruntled at merc suvivability. Changes were done so that merc meet some hypothetical damage bracket, which has no connection to reality.

Link to comment
Share on other sites

No the minimum gear recommendations for Ops are SM 230 gear (despite being bolstered), HM 236, Ni 242. But on the dummy vs reality arguments I see a lot of people agreeing that dummy parses don't really show anything other than dummy parse data since it's not applicable to either Ops or PVP where real world factors come into play.

 

They really need to balance PVP and PVE completely separately. In fact I'd like to see a PVP ability tree that shows up and are the only abilities usable in PVP so they can be buffed\nerfed solely in response to how they do in PVP so PVE isn't affected when they are changed.

That makes no sense.

When 5.0 dropped up until 5.2 SM dropped 230, HM 236 and NiM 242. Typically the ops dropped a tier above what was needed to clear them.

Link to comment
Share on other sites

I've been watching as Sorcerer gets the nerf-bat, the nerf-bat, and the nerf-bat. Since that's my main, I haven't done flashpoints since probably 4.0...and I won't until lightning sorcerer is somewhat viable again.

 

RIP Lightning Sorcs, you will be missed, but not forgotten 😢

Link to comment
Share on other sites

TBH, we do not need to break anything in PvP or PvE so it would be fixed in the other side. And with the exception of sorc nerfs (which were not done correctly) the changes in 5.3 were PvE based and missed the mark with the exception of pyro PT (even hatred changes are questionable at best).

 

If BW just nerfed the survivability of snipers and merc to a decent level, everyone in PvP would have been happy. But no.. they had to adjust crap that no one asked for and makes no sense and piss off everyone. Take merc player base, completely disgruntled at that changes, and yet everyone in PvP is still disgruntled at merc suvivability. Changes were done so that merc meet some hypothetical damage bracket, which has no connection to reality.

 

They don''t care about any of that. They have come right and said it is not the combat teams job to ensure every spec can meet the DPS checks for all content.

 

That alone tells you where they are at and what the prospects for future class balance are really like.

 

Just look at the "road map" they've laid out for class balance. It literally ensures that class balance cannot be achieved or within a reasonable proximity of class balance [actually perfect class balance will never happen, best you can hope for is to get it as close to that idea as is reasonably possible].

 

Your throwing massively disseperate specs into general cateogories [i.e. Carnage and Madness sorc], that are literally alien to each other. Its put specs in clearly wrong cateogories [Carnage is the psudo-burst spec, not Fury, and the same for Engineering], you have ranged specs in the same cateogory as melee specs, sustained specs in the same cateogory as burst specs, you have stealth classes in the same cateogory as pure DPS specs, I mean, where is the logic behind that?

 

How do addess class balance and DPS ranking without taking into account a slew of other factors that clearly come into play and effect DPS.

 

Self heals don't effect DPS? Defensives don't effect DPS? Mobility and attack range don't affect DPS?

Perma stealth, off healing, off tanking they don't effect the potential of sucessful clears? Dirty Rez, Sorc pulls, role switching, group utility and support, these don't effect DPS or the chances of a sucessful clear?

 

CC kits and immunities have no baring on PVP? Stealh capping, can't affect outcomes?

 

The capacity for self sustainability shouldn't be a consideration in determining DPS rankings? A DPS spec with the healing potential merc DPS have as opposed to what Assassins and Marauders have should not have any baring on DPS? If class X has self heals and Class Y doesn't and they put out the same DPS, that's not an imbalance? That doesn't make one more desirable than the other?

 

Operation groups asking for rDPS aren't taking into consideration the fact that ranged DPS are less prone to take damage than melee and less effected by certain raid mechanics? If thats the case than why don't ranged DPS stand where the melee do? Not like they can't DPS just as well up close than far away. We know why they stand so far away, it's safer, and there is less chance of being effected by raid mechanics to the same degree as melee. If that's not so, than there is no reason for ranged DPS to not stand where melee do.

 

So many factors effect things. So many abilities, utilities, passives, all the different things that make the specs what they are. If you do not take all of things into account to some degree, if you use only a arbitraty cateogory with specs that are totally dissimilar to each other and what kind of DPS they can do on a dummy, there is zero chance for class balance.

 

We saw how successful 5.3 was, how happy it made players, how much it changed the balance issues for the better right? [saracam], and we'll see it in 5.4 when they maul some more specs that don't deserve it.

 

Putting aside the disgust players will have when they find that after all of that grinding, all the rng bs for gearing, all the time and effort that was put into gearing, that they're dps output is lower than it was when they were still in 224 gear, you will also find, I believe that the class balance is actually worse than it was before it started.

 

I don't doubt there intentions are good, but their chosen strategy,[ from a realistic point view, with a mind to how things actually playout in live combat] is simply flawed.

 

Gutting specs whether they were considered over performing or not, and in ways that had nothing to do with how those that were over performing were manifesting that, can only cause discontent and disillusionment from the player base. I can't imagine how many players this game is going to lose over this, and I may be one of them come 5.4.

 

How many times are they going to ignore the common sense that any class balance changes must incorporate in their methodology?

 

Just when you think it can't get worse, you can count on BW to make it worse. I have no faith in there class balance strategy. Everyone loses pretty much or gains so little it's barely worth mentioning, and fairness is no where to be seen.

Edited by WayOfTheWarriorx
Link to comment
Share on other sites

so u took the interrupt caping from snipers AOE but most other classes still can ......

 

skank this, skank that, dwt are the new hybrids.......anyone remember that one particular nerf back in the days of "freedom of choice" abilities

Link to comment
Share on other sites

There is no "team." In all likelihood it is done by Charles among several other things he does. The reason it only address damage/heal output, cuz it is the only thing you can measure without doing any monitoring. So:

 

Part time dev, check

No monitoring, check

BW does not give a crap, check

 

This is how class balance is done in a nut shell.

 

Have you guys watched the credits at the end of Kotet? There are a heap of people working on the game.

 

So, who are the combat team guys?

 

Are they in the Development Systems Group?

Are they in the Design Group?

Are they in the Engineers Group? (My guess is it's these guys)

 

Anyway... here is a Copy of the screen credits and you guys can see the whole team and guess who you think they are.

https://m.youtube.com/watch?v=u28dz97hguM

Link to comment
Share on other sites

×
×
  • Create New...