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The Lost Art of Class Balancing

GamePro has a look at the delicate touch needed when balancing classes in a Massive title. From the article: "Bad class balancing has been an endemic problem to MMORPGs--unfortunately especially in games where PvP is a major component. Dark Age of Camelot tanked the usability of the original classes with the emergence of Vampiirs in the ill-reputed Catacombs expansion. Users were incensed when Creature Handlers ruled the universe in Star Wars Galaxies--then angered even more when the class was beat down with the nerf bat in subsequent patches."

214 comments

  1. Delicate touch? by Southpaw018 · · Score: 4, Insightful

    It's just a matter of a little going a long, long, long way. Changes that seem to resolve an immediate problem can have drastic effects long term. Look at it from a gameplay mechanic instead of a balance mechanic. When the level cap is raised in World of Warcraft, it most likely will be five levels, to a maximum of 65. Perhaps it will be more, but that remains to be seen. Level 65 doesn't make much difference for one person in many situations; most NPCs at the current max level, 60, will just be soloable by most players without uber gear. Large encounters, however, will be completely changed. Players will be able to kill Onyxia and Ragnaros (a big bad nasty dragon and a big bad nasty lava giant, respectively) quickly and easily if they plan ahead and execute well.
    It's this kind of ripple effect - where one small change suddenly becomes very drastic when multiplied by larger numbers - that makes class balance so difficult. After all, it's easier to multiply by 1.

    --
    ACs are modded -6. I don't read you, I don't mod you, I don't see you. Don't like it? Don't be a coward.
    1. Re:Delicate touch? by Soybean47 · · Score: 1

      Just a tiny disagreement... they're not going to make the level cap an odd number. You get new skills at even numbers, so the top level feels more special if there are a few nice top-level skills. ;)

      However, your theory of a small increase in the cap as opposed to a large one makes sense.

    2. Re:Delicate touch? by Anonymous Coward · · Score: 0

      People are already blowing through onyxia quickly and easily. We've farmed her for months now, and the encounter is now trivial.

      We just spawned ragnaros for the first time though, but give it a month and we'll be there too.

      Raising the level cap just paves the way for more, higher end content. I'm looking forward to BWL myself.

    3. Re:Delicate touch? by Sebadude · · Score: 1

      It makes sense, but it has no marketing value. People who stopped playing because they reached 60 will not come back for 5 (or 6 to make it an even number) more levels. That's just not enough of an incentive.

      I'm betting that the new cap will be around 20-30 levels higher, with new instances added to scale the "end game" content with it. It's a huge undertaking for Blizzard either way, and it'll be very interesting to see how they do it.

      --
      Eh.
  2. I really wish they could get this right by jessecurry · · Score: 1

    I stopped playing CoH for about 4 months so I could concentrate on school last semester and couldn't believe that when I got back characters that had previously been really weak seemed invincible and characters that had been really strong were dropping like flies. And to make matters worse, about a week into my renewed subscription they went and changed everything all over again.
    I wouldn't even be upset if they made the characters so specialized that they had trouble running solo missions, but I'd at least like my character class to be used in a manner that is in-line with their description.

    --
    Those who know, do not speak. Those who speak, do not know. ~Lao Tzu
    1. Re:I really wish they could get this right by thenerdgod · · Score: 2, Insightful

      the only problem with over-specialized character classes comes with 'support' classes, such as CoH's "Controller" class. Without "offensive" skills, the Controller is nothing but a button-pusher: "Oh, look, another battle. Target our Tank. Heal. Heal. Heal. Clear mind. Heal. Heal. Recovery Aura. Heal. Until they readjusted the characters (and gave out free respecs) I hated playing my 'starting' character because I would just sit in battles pressing 1. 2. 3. 1. 2. 3. 1. 2. 3.... without any accomplishment. I considered turning on "Follow" and leaving a stack of quarters on the "Heal" key.

      Specialized characters may make sense, but part of the fun of playing is the sense of personal accomplishment. If all I do is stand around glowing while everyone one else fulfills the mission goals, there's no point in playing that class.

      And God help me if PvP were part of general gameplay. I'd never get anywhere as a Controller. Sure--I can stun your ass. But then I spend an hour punching you to death, and long before that, you /quit.

    2. Re:I really wish they could get this right by Weird_one · · Score: 2, Interesting

      I've played COH, Galaxies, Dark Age, EverQuest, and Ultima Online and the problem is epidemic. All of them have issues where the designers plan to have a perfect team that fit a certain play style. If you're play style doesn't match their idea of what you should be doing, it's an unbalanced game.

      Maybe they should concentrate on adaptive power's/abilities, a few solo powers (just strong enough that as a solo character you can heal yourself enough not to always die and attack with something that will kill things after a decent time), but generally things that can add to or stack with other classes powers.

      Using COH for an example, have the fire controller be able to boost a fire tanks abilities if they are grouped, where the damage is doubled or regeneration is quicker or something. So that alone a character is barely playable, but in a group the dynamics become more interesting. Or heck, have an ice controller in the same team have adverse effects on enemies, like lengthen effects or add ice burn damage by increasing temperature extremes the bad guys face.

      Actually, just have the powers/abilities be more realistic. Arrows act more arrows instead of hits with arrow graphics, punches like punches, fire bolts like fire bolts, etc...

      That would make me play more and love what I play, even if the graphics are less that state of the art. Fixing things like line of sight or having the power sets coherent instead of artificially balanced.

      Game Developers, there is no need to arbitrarily add "extra" things to balance characters. Fire characters should take cold damage at a higher level that isn't "nerf"-ing the character types it's making them more meaningful. And yes, it's ok that one type of archer race is a much better archer than another race, inequalities happen in real life all the time. Consistency is what players really wish for, not balanced classes.

      This isn't a license to make uber-classes that can take out anything; they should all have fatal vulnerabilities. They should have reasons to team up. Characters that use mostly physical attacks should have issues attacking things that aren't physical, and hitting a rock monster or robot with your fist should do almost as much damage to you as to the monster if there aren't any powers that help.

      But in closing, the biggest issue is developers trying to balance characters, instead of improving them. In PVP, a tank should crush a controller, but only when the controller's control of the tank fails. This is due to the nature of the classes, not to an unbalanced game. Don't look at how character A. got crushed in seconds in a fight, look at why. Then fix it only if why doesn't fit with the world of the game.

      --
      "Secrecy is the keystone of all tyranny. Not force, but secrecy ... [sic] censorship.
  3. Sweet Moses. by Anonymous Coward · · Score: 1, Funny

    I've been told that I'm quite the geek, but after reading the blurb for the article and not understanding a single sentence, I feel like Brad Pitt.

    Ladies, here I come!

  4. It has to be said... by seafortn · · Score: 3, Insightful

    Nerf Shamans!! (or rogues, if that's your thing)

    1. Re:It has to be said... by aphexbrett · · Score: 1

      omgwtf. The damn shaman form has been overrun with nerf posts to point that Blizzard now locks nerf posts the moment they come up (at least the ones IN ALL FREAKIN CAPS). See for yourself.

      Aphext - 58 Shaman Crushridge

    2. Re:It has to be said... by unclethursday · · Score: 1

      I gotta agree to a point about them needing to be toned down, though. My 23rd level Night Elf Druid went up against a 23rd level Tauren Shaman tonight... In the time it took me to cast 1 spell (and not even something that takes forever to cast, like StarFire, we're talking Wrath with .3 seconds taken off the casting time, and he didn't hit me while I was casting it) and then change to bear from, he had at least 3 totems on the ground... and promptly proceeded to take almost no damage from my bear form and whittled away the over 1k hit points I had (Gift of Wild Stamina bonus, armor stat boosts, Bear Form bonus) in under 30 seconds. I think I took off maybe 1/3 his health. Theoretically, a 23rd level anything should hold their own against a 23rd level anything else, right? At least to the point of not feeling like they just go their ass handed to them because they went weak character class against strong character class. Against that Tauren Shaman, I had no chance. Even in D&D a 23rd level mage can actually go against a 23rd level fighter, if played right, and have a chance at winning. I'm not saying nerf them to the point of making them unplayable, but fer God's sake, make some of those totems take some time to throw down. Otherwise, the only way my druid can ever hope to beat one is to spam MoonFire the whole battle (which defeats the purpose of a spell that continues to do damage over time, but has an instant cast), and even then that's only if I crit each MoonFire spell. And, before you say "well stay away before fighting him so you can hit him with spells," he was in alliance territory, and wouldn't get more than a foot away from me until I finally went PvP on him. Sure, he goaded me into attacking him, but I still should have had a better chance than none against him when we are the same level.

    3. Re:It has to be said... by aphexbrett · · Score: 1

      Well, I'm a 59 shammy and I couldn't take down a 60 druid even after using a discombobulator ray. Druids just have way too many heals, shaman only really have 1 at that lvl (NS + healing wave rank 9).

    4. Re:It has to be said... by seafortn · · Score: 1

      Oh, I know - I guess the sarcasm didn't come through - I just wanted to get in a troll before the Shaman forum trolls came...

    5. Re:It has to be said... by snuf23 · · Score: 1

      Pretty nice you got modded insightful!
      I hate the "call for nerf". Frequently posted by people who have never played the class and don't understand how they work. Sometimes it's not just raw game mechanics but also choice of build and play style that creates powerful characters.
      I saw a lvl 40 Shaman smoke through an area of lvl 43 mobs that I was working on with a friend. I was pretty impressed as my 42 druid and my friends 43 warlock couldn't kill that quickly.
      But I don't know the class so I sure am not going to call for nerf. Play the class and offer constructive criticism if you think it's out of balance.
      Ask ye not to bring the nerf bat on your neighbor, lest the nerf bat come for you!
      (and yada yada druids suck yada yada warlocks suck)

      --
      Sometimes my arms bend back.
  5. Just take a minute... by XFilesFMDS1013 · · Score: 2, Insightful

    and realize that no game is perfect, and while many could be a hell of a lot better, designers are usually under a deadline, and while they may want to create a nice, balanced game, they can't. The only way for them to balance it out, is to later release patchs, which, if they haven't been properly tested, may just make things worse.

    1. Re:Just take a minute... by XFilesFMDS1013 · · Score: 2, Interesting

      Wish I'd read this beforehand...

      On the AOE3 boards, ES_DeathShrimp posted this:

      I feel pretty safe saying that AOE3 has a lot more depth than AOM. In fact, it is probably something of a risk. There are so many different combos of civs, strategies, techs (even not including the HC), and maps, that there is the potential for some insane strategies that we weren't able to come up with during testing.

      If anything, the design of AOE3 is just going to mandate more patches than we've been able to do before. That doesn't mean it will be buggier -- just that the depth can lead to a lot of unforseen strategies and balance issues.

      http://aoe3.heavengames.com/cgi-bin/forums/display .cgi?action=st&fn=1&tn=22408&st=recent#23

      And this is a game that according to them is tested every day. The problem, IMO, is that even though creators play the game every day, they don't play as everyone else does, so while you may have 50 people playing, they're all playing the same style.

      Compare this to 50,000 people who are going to play different ways. These people are going to come up with different strategies then the creators, strategies that they might easily not have thought of.

      One idea is that there should be more mass testing of games before their full release. They do the same thing with movies, Serenity has been pre-shown 2 times now, with a third time coming up the 23rd (anyone with tickets to Boston, please, reply), and the reviews for it are great. Of course, these reviews are from diehard fans....

      The only problem with massive testing is that people can easily copy the game and spread it that way.

    2. Re:Just take a minute... by nacturation · · Score: 3, Interesting

      Here's a crazy idea, having been immersed in the world of SpamAssassin lately. What about some kind of bayesian or other statistical algorithm to automatically adjust certain parameters of the game? Given the number of combinations and permutations inherent in a complex game, it's difficult to determine ahead of time how all those interactions will play out and whether a certain combination of things will lead to a player having a huge advantage over another player who does the same things, but with perhaps a different class.

      So set the system up so that you define boundaries for each character. If it turns out that a certain combination of things exceeds the predetermined boundaries, automatically adjust some attributes so that it's within the expected range again. I haven't thought through how this would be implemented, but some kind of adjustable constraints system based on expected damage/whatever would likely be better than the crude and broad hand-tweaking that goes on. And if the system does micro-adjustments throughout the game, players would likely not even notice it happening... so everyone's happy.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    3. Re:Just take a minute... by Anonymous Coward · · Score: 0

      Another problem with mass testing is that either the content of your game is spoiled before launch, or the development team needs to blow resources creating a test build in which only balance fixes are made (which is much more difficul than it sounds).

      Also, if someone finds an exploitable bug, it's basically even odds on whether they report it or continue to exploit it.

    4. Re:Just take a minute... by theantipop · · Score: 1

      While it sounds like a good enough solution, this would never fly in any multiplayer environment. The reason being is that this method will negate balance issues as well as skill/eqiupment differences. Imagine pouring a lot of time into a game to get good and get good items only to have the game reduce your effectiveness in an attempt at balance. I suppose if you set the boundaries to some narrow margin it could work, but I think that would be even trickier to nail down than the current system.

    5. Re:Just take a minute... by Rhys · · Score: 1

      That idea has some merit, but is going to have a tendancy to produce a bad "swinging balance" effect where you have players cycling off characters when they become ineffective. It may also nerf someone who's just particularly good with their character.

      Plus it'd be a lot of CPU power to do, and games aren't run on a whole lot of CPU power overall.

      I can see some use in "datamineing" game logs -- CoH does this. How many fire tanks played this week? How much xp did they get per level per hour? What about illusion controllers? Grouped or not?

      I'd rather trust a human who has good data makeing decisions than an automated nerf system. The latter limits creativity and player experimentation. (why be better than average if you just get scaled back to average every time)

      --
      Slashdot Patriotism: We Support our Dupes!
    6. Re:Just take a minute... by nacturation · · Score: 1

      That idea has some merit, but is going to have a tendancy to produce a bad "swinging balance" effect where you have players cycling off characters when they become ineffective. It may also nerf someone who's just particularly good with their character.

      That's probably the main challenge -- separating what comes from skill vs. what is a result of an unexpected exploit. And perhaps if they could determine that up-front, such a system might be redundant.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    7. Re:Just take a minute... by patio11 · · Score: 1
      WoW contains some of the best information logging capabilities of any game ever client-side due to its extensible, user-programmable AI -- you can't get a nerf past the community because someone will say "Hey, did anyone else notice that Hunters suffered a 15% damage per second drop with this equipment option and talent mix?" and have hard numbers and likely a video to prove it (this example actually happened). Also, transparency to players is a major design goal -- no one wants to hear, several weeks after dropping their virtual life savings, that the 5% edge that made Arcanite Reaver the It weapon for Arms specced warriors is now -2% compared to another weapon which will take you another 80 play hours to farm for... and when you get that, you find the legion of early adopters has already caused the numbers to change again, bwahahaha.

      Hand-nerfs are painful but they're the least sucky of all alternatives.

    8. Re:Just take a minute... by townbully · · Score: 0

      It's not a bad idea. Grade the classes on a curve-- periodically give a little extra luck to those members of a class which are doing poorest overall in the game by some simple metrics. : Conversely, give those classes which are doing the best a little curse. Throttle the amount of luck/curse applied so that the effects are slight enough that no one would really notice. However, if you were to graph the rise and fall of different classes over a long period, you might see a nice interwoven mesh of sine curves.

    9. Re:Just take a minute... by natmsincome.com · · Score: 1

      Asheron's Call did something like this. Basically the more people that used a spell the weeker it became.

      It 1000 people used ICE and 1 person used fire then the fire spell would become more powerfull.

      Since they added more spells and you had to figure them out by mixing stuff together it worked fairly well.

  6. Was it ever found to begin with? by EddieBurkett · · Score: 1

    So the article talks about imbalances in Wow and SWG, and says that when an imbalance arises, the devs either make every class equal (and then complain that is boring) or nerf the powerful class. This is all true and pretty much states the obvious. When has a PvP MMORPG been successfully balanced? How does one go about achieving that? As much as it seems to have to do with design, in order to make all the character classes interesting, they wind up giving everybody so many skills that some combination winds up being more powerful than any other, and that's where all the power gamers drift. (Otherwise they make all the classes equal, and as pointed out, that's boring.) I don't know that true balance can ever be achieved in an MMORPG.

    On a side note, as a player of SWG, those guys are way screwed on the balance issue. They are stuck with a prominent Jedi class that by design is supposed to be 1.5 x stronger than the other classes. They've really got their work cut out for them...

    --
    The only thing I hate more than hypocrites are people who hate hypocrites.
    1. Re:Was it ever found to begin with? by w1mp · · Score: 2, Informative

      the jedi alpha class in swg was fine until they made it easier it get a jedi toon than to tie your own shoelaces. now all pvp (in swg) consists of jedi and riflemen (and some jedi/rifleman hybrids) i just canceled my acocunt.

    2. Re:Was it ever found to begin with? by Bluetick · · Score: 1

      The classes were pretty well balanced in Shadowbane. Yes there were weak builds, and there were strong builds. But just about any 'class' could be good, how good depended on gear setup, disciplines, and how you specced your char. But for other games? No, probably not. I don't see why people complain about WoW though, it's a PvE game. There's no risk or reward in the PvP aspect making it largely pointless.

    3. Re:Was it ever found to begin with? by Inebrius · · Score: 1

      "When has a PvP MMORPG been successfully balanced?"

      I have one example - Neverwinter Nights. The single player original campaign and expansions were fun to play with multiple character class combinations.

      As a multiplayer, it is very much the same. The design is simple - they developed (based on 3E DnD) a system that allows combination of character classes, where abilites from each of the classes are accrued as one levels up in a manner that makes sense and preserves balance. Think the rogues have it too good? take a level or two.

      The system works because you are not pigeonholed into a single progression path and there is no right way.

      This is quite evident on a PVP server I play on, Bastions of War. They did a little tweaking, but there are so many combos that work - all with strenghts and weaknesses - think rock, paper, scissors.

      The other thing that makes it work is that persistent NWN worlds are fan based, not for profit. The motivation is prestige and fun, not persistent subscriptions. There is also more than one style of world, and if you don't like the individual world modifications - move to a new game world. There are 1000's to choose from. Players have a choice, unlike typical MMORPGs.

    4. Re:Was it ever found to begin with? by OglinTatas · · Score: 1

      You have a point there about NWN. Suppose you have a persistant world mmo game that has a level cap of 30 instead of 60, that you can have up to 3 classes at a time instead of one, whose total levels = the level cap. (well, 60 then, if you insist, but follow--)

      (this part doesn't exist in NWN, but may benefit future MMOGs) When the player reaches the cap, and is engaging in PvP, if he finds he has screwed up his character class progression, there can be some mechanism whereby he can "unlearn" one or more levels in one or more classes, and then go out and level up again. You can even make level loss a monetarily expensive process.

      For instance: A player has 10 warrior 10 cleric 10 archer, and decides to tweak a bit by unlearning 2 warriors levels, then adventuring (with level 28 xp requirements) to earn 1 cleric and 1 archer level, for a bit more healing and range attack. If he is continually owned by that 20 mage 10 cleric, he may chose to sacrifice a whole class, buying down the rest of his warrior levels and adventuring to earn 8 thief levels, to see if he can stealth up to the mage and gank him.

      Anyway, that is just an extension of the natural multiclass balance that you pointed out in NWN. And it has the added benefit of people having nothing else to do once they reached the cap. Why start an alt if the character you played and loved could still evolve?

    5. Re:Was it ever found to begin with? by Anonymous Coward · · Score: 0

      One of his prominent complaints is about WoW, which is very much toward the Rock/Paper/Scissors concept of balance. Trick is - he's a Scissor (warlock) and is upset because there's a Rock (undead rogue) out there.

      Balance isn't bad in WoW, he's just omitting the rest of the equation. Note how he isn't even complaining that his class is underpowered, or that another class is overpowered. It takes 1 particular race/class combo to make him grumble.

      Complaints like his are already fading away now that PvP has objectives (via the Battlegrounds). Individual class balance now must be seen through a lense where utility actually has a purpose (whereas it was pretty pointless in aimless mass combat or 1v1 duels). And through this lense - warlocks look pretty darn good.

    6. Re:Was it ever found to begin with? by KDR_11k · · Score: 1

      I think rock-paper-scissors should only apply on a strategy level, not per-class. When there's free for all PVP (i.e. 1-on-1 happening pretty often) you're screwed when you encounter the class you're weak against. Although not everyone should be effective at everything at least give the player a chance to win if he plays his cards better than the enemy, i.e. uses a better strategy and adapts faster to enemy strategy changes. E.g. a mage should be able to kill that anti-mage guy, though it will be hard. Give the anti-mage guy more strategies that work against a mage but don't give him some ultimate strategy a mage cannot counter. Don't make them die just because they've chosen the wrong class back when they created their character.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Was it ever found to begin with? by Anonymous Coward · · Score: 0

      Actually, something like this was done in Star Wars Galaxies.

  7. What an idiot by alvinrod · · Score: 1
    On the other side of the fence, Warlocks keel over and die as Undead players turn on Way of the Forsaken, making the race immune to the class's primary form of attack for the next 20 seconds

    I'm not positive, but quite sure it's Will of the Forsaken.

    Isn't it great to hear someone complain about something when they really don't know what they're talking about. Basically, the thread devolves to another paladins suck, nerf shaman message. Why not leave other classes alone and fix the broken ones? No sense in dragging the working classes down to the crap level.

    1. Re:What an idiot by mooingyak · · Score: 1

      No sense in dragging the working classes down to the crap level.

      Don't let the man keep you down!

      --
      William of Ockham had no beard. The most likely explanation is that it was chewed off by squirrels every morning.
    2. Re:What an idiot by MooseMuffin · · Score: 1

      Indeed it is Will, and indeed the author has no idea what hes talking about. This is one out of a million crybaby complaints that appear (and are rightfully ignored) daily on the WoW message boards, only this one happened to be by someone at gamepro. I played to 60 in beta and 60 again in retail, running instances and playing the the battlegrounds as often as possible. In 40+ gamedays played, I've yet to encounter anything more than a minor annoyance when it comes to game design issues.

    3. Re:What an idiot by Anonymous Coward · · Score: 0

      You must be a rogue.

      Most likely alliance.

    4. Re:What an idiot by Anonymous Coward · · Score: 0

      I would have guessed Undead Rogue #102348594.

    5. Re:What an idiot by Dark+Nexus · · Score: 1

      Er... actually, Blizzard has agreed that Will of the Forsaken IS badly broken compared to other racial abilities.

      But instead of making it almost useless like the other racial abilities, they have said they intend to buff the others, an approach I agree with. They still seem to be working on that though, the only one I can think of them having buffed since they said that is a small buff to Trolls.

      --
      Dark Nexus
      "Sanity is calming, but madness is more interesting."
    6. Re:What an idiot by Erioll · · Score: 1
      Er... actually, Blizzard has agreed that Will of the Forsaken IS badly broken compared to other racial abilities.

      Of course they've been saying that since JANUARY (at least).

      Even EQ was (and is) updating more often than WoW is. They REALLY need to work on their team, and get a LOT more changes out MUCH quicker. And even if that causes more problems, the faster they are to react, the less time they can cause problems. I played EQ2, and left it for WoW (I won't go in to those reasons), but at least they update semi-often, and with SIGNIFICANT lists of things changed/tweaked.
    7. Re:What an idiot by snuf23 · · Score: 1

      According to the leaked patch notes:

      "Will of the Forsaken (Undead Racial) - duration of the lasting immunity effect decreased to 5 seconds."

      --
      Sometimes my arms bend back.
  8. The Lost Art of Class Balancing by American+In+Berlin · · Score: 1

    There is no real solution for this in MMORPGs. Some classes/people will always suffer. It's just too complex and too close to real societies...

  9. PvP and PvE can't coexist by Nytewynd · · Score: 2, Interesting

    The main problem is in games that involve both PvP and PvE. I play PvE almost exclusively in any game that gives the choice. In WoW, both my Warlock and Mage are specced 100% for PvE. I really enjoy how they make each class useful in a group, and you benefit from each class in a different way.

    When it comes to PvP that is terrible. In PvP, the healing classes are almost always terrible in every game. The alternative is that you get priests that are Shadow Specced (WoW) or Smite Priests (DAoC) and they are nearly useless when you need a healer on a raid.

    For PvP only, every class has to be an even match. That means the developers can't give really good abilities to some classes that would greatly help against mobs. Look at how badly fear and seduction are nerfed in WoW. They were handy in PvE, were overpowered in PvP, they got nerfed for PvP, now they suck for PvE. That is the cycle that happens in every game as PvP begins to overshadow the PvE.

    I would be for different rules on PvP vs. PvE servers. I hate when the population cries about an ability because they can't figure out how to beat it, and a class gets taken out in PvE over it.

    --
    /. ++
    1. Re:PvP and PvE can't coexist by Xenopax · · Score: 1

      For PvP only, every class has to be an even match. That means the developers can't give really good abilities to some classes that would greatly help against mobs. Look at how badly fear and seduction are nerfed in WoW. They were handy in PvE, were overpowered in PvP, they got nerfed for PvP, now they suck for PvE. That is the cycle that happens in every game as PvP begins to overshadow the PvE.

      Actually, fear and seduction had their PvP effects changed, not their PvE effects. They suffer from diminishing returns in PvP only, they still have full effect in PvE.

    2. Re:PvP and PvE can't coexist by Lonewolf666 · · Score: 1

      When it comes to PvP that is terrible. In PvP, the healing classes are almost always terrible in every game. The alternative is that you get priests that are Shadow Specced (WoW) or Smite Priests (DAoC) and they are nearly useless when you need a healer on a raid.

      Heh. Neocron managed to do this the other way round. The PPU aka "passive psi user" is OK in solo play. He does not do much offensive damage but is very hard to kill because he can cast his protective spells on himself.

      As healer on a raid, however, he boosts the efficience of the other classes to a point where a group without PPU has no chances in PvP. This has led to lots of angry discussions on the forum, with language like "PPU butt plug" not being uncommon.

      --
      C - the footgun of programming languages
    3. Re:PvP and PvE can't coexist by 2Flower · · Score: 1

      I would be for different rules on PvP vs. PvE servers. I hate when the population cries about an ability because they can't figure out how to beat it, and a class gets taken out in PvE over it.

      That's one good thing about City of Heroes. In theory, powers work differently when used against players than against enemies. Mezzers (controllers) get a damage boost when they have a target locked, Defender debuffs can't be resisted, damage dealers have a percentage of their damage output that's unresistable, etc. They've even made some changes to keep travel powers -- designed just for getting from zone to zone -- from being overpowered in both the arena and the game itself. (Their first solution, an accuracy debuff, was weak -- but now it just suppresses your "escape" speed for 3 seconds, with no accuracy penalty, which isn't all that bad.) ...but I say "in theory" above, note. The key problem? Players don't act like AI driven enemies. They don't rush at you in a nicely clustered horde of 30 which can be area-of-effect blasted / mezzed. They don't stand near their buddies when you tag them with an AOE power that debuffs nearby enemies. And those travel powers, aie... sure, they're not as bad, but the game isn't designed to deal with your enemies having them.

      Basically, any RPG with classes that are designed to leverage PvE situation is gonna have a very hard time designing for PvP. So, I agree on that point. Split-rulesets are a good start but the entire CONCEPT of, say, an AOE blaster or a chain mezzer or a tank just doesn't work in PVP.

    4. Re:PvP and PvE can't coexist by Nytewynd · · Score: 1

      I played Neocron for about 2 months. It was kind of fun, but I was an APU, and never got to a high enough level where I could travel anywhere without getting ganked non-stop. Then I would lose the spell I just spent all of my money on and cry myself to sleep that night.

      They had a decent idea, but the game was so buggy and there were so few players it wasn't much fun for me.

      --
      /. ++
    5. Re:PvP and PvE can't coexist by Nytewynd · · Score: 1

      The tank thing is a very interesting concept in group PvP. In a game like EQ that had collision between characters, you could block your healers from getting mauled by the other melees. In most new games, characters run right through each other, so the other team can charge your healer, casters, and ranged classes to take them out.

      It would be a lot more fun if you could set up your PvP group like a real life battle, keeping your archers, healers, mages, etc protected behind a line of grunts. Since taunt doesn't work in PvP, warriors are nothing more that DPS. Their huge hitpoints and AC serve nothing other than to let them live longer while everyone else dies.

      I think that taunts should lock other characters onto the tank for a specified amount of time.

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      /. ++
    6. Re:PvP and PvE can't coexist by 2Flower · · Score: 1

      I think that taunts should lock other characters onto the tank for a specified amount of time.

      Actually, in COH PVP, that's exactly what they do. Once taunted your targeting box is forced to the tank and can't be changed; you can only attack the tank.

      Problem is, the tanks are designed to endure over a dozen guys attacking at once in PvE. In PVP... well, they can't be killed. The ONLY way to do is to break through their mez protection (assuming you CAN mez) and lock them down -- assuming they don't have the ultra-cheap potionlike inspiration that instantly breaks any mez on them.

      But the flipside is that in COH, tankers can't really do much damage. High defense, low offense. So you can't kill a tank but a tank can't kill you in return, and two tanks fighting = stalemate. Again, PvE classes not making much sense in PvP.

      End result? Nobody fights the tank. They just wait for the taunt to wear off. And the tank doesn't fight anybody... except those squishie support classes. All that matters are kills towards your team score so why bother hunting the tank or the scrapper? You can't kill them. But there are these nice juicy support classes around (think priests, bards, archers) who don't have enough damage output to take out a tank or a scrapper, while the tank has enough damage output to take THEM out...

      Arena fights boil down to hunt the squishie, whose powers usually are designed for PvE, and again... it all breaks down.

    7. Re:PvP and PvE can't coexist by koi88 · · Score: 2, Funny


      It would be a lot more fun if you could set up your PvP group like a real life battle, keeping your archers, healers, mages, etc protected behind a line of grunts.

      Ahem,AFAIK, mages didn't prove very successful in actual battle in real life. That's why we see so few of them in battle nowadays...

      --

      I don't need a signature.
    8. Re:PvP and PvE can't coexist by Nytewynd · · Score: 1

      Ahem,AFAIK, mages didn't prove very successful in actual battle in real life. That's why we see so few of them in battle nowadays...

      Don't count on it. This mage is very effective. (Except for the friendly fire)

      --
      /. ++
    9. Re:PvP and PvE can't coexist by Anonymous Coward · · Score: 0
      Guild Wars works just like this. There are no agro stealing abilities like taunt or provoke so you need to position your characters to block the enemy.

      Also it does actually have pretty good class balancing when people create go builds for their characters and actually work together as a team.

    10. Re:PvP and PvE can't coexist by Incoherent07 · · Score: 2, Insightful

      As a sidenote: the article writer is most definitely a human paladin. I'll get to that in a second.

      You can't make every class an even match with every other class. There will always be classes which are built to take out other classes. WoW examples: warriors > rogues, rogues > mages. Although I dislike RPS systems on principle, on some level you end up with that.

      I play a priest in WoW. Like most priests, I was shadow until about 57, then changed to a PvE spec. I still PvP. I do fairly well in it, although I don't put out nearly the damage I did as a shadow priest. In return, I have vastly better mana efficiency when I'm healing, which believe it or not is quite a bit, especially in Battlegrounds. My main problem with PvP balance as it currently stands is that I'm always - always - the first one to die, because the idea of tanking doesn't exist in PvP. If I was shadow it'd be the same way, so that's not a solution.

      So basically I disagree with parent. The problem is not that PvP and PvE CAN'T coexist, just that Blizzard has added a number of PvP only workarounds. Example: the PvP reward trinket, which turned priest vs. rogue matchups from somewhat interesting to nothing more than a time trial for the rogue. (Unless the rogue is undead, of course, in which case I pity you even more.) Example: all forms of aggro control don't work at all in PvP. Why? "Players don't like losing control." This when the entire point of the rogue class is to do just that.

      Also, as a WoW player you should know that as of this patch, there's not a whole lot of difference between PvP and PvE servers...

      --
      This is my sig. There are many others like it, but this one is mine.
    11. Re:PvP and PvE can't coexist by Asmor · · Score: 1

      In City of Heroes, they just made it so that powers work differently in PvP than they do in PvE. Not so differently as to require re-learning them, just tweaking how effective they are and such.

    12. Re:PvP and PvE can't coexist by Anonymous Coward · · Score: 0

      Of course guild wars was designed with the PvP balance primary and the PvE as a secondary element. A well polished secondary element, but definately secondary. Guild wars also had a long alpha/beta period to tweak class balance and skills. Guild Wars is still a great example of how a game can have balanced PvP combat and have interesting/fun/balance Pve as well. I also think they did a great job of giving people lots of options to help prevent it from de-evolving to a flavor of the day build dominating. They also did a good job of limiting the power level so that skill and tactics are more important than gaining another level.

    13. Re:PvP and PvE can't coexist by OglinTatas · · Score: 1

      "For PvP only, every class has to be an even match. "

      I disagree. For PvP, every class has to _have_ an even match, or more precisely, every class needs to have a foil. E.g. in WoW, the rogue can pretty much "do" any spell caster one on one. But druids and hunters can neutralize a rogue one on one. The idea is to duel at every opportunity with every class; learn your strengths, weaknesses, and viable strategies for different situations. Join a guild with guys you like and play well with together, from them, form a balanced group for PvP, and use good group tactics in PvP. Do not fight alone.

      I am not a PvP expert, but I've played every class in WoW except paladin (so I leave arguments for and against paladin luvin/nerfin to those who have experience) but overall I would say WoW is pretty well balanced. (I have so many alts that my PvP is not automatic, I generally lose to anyone who has been playing the same character for a few weeks. But each loss teaches me something, if only I could be quick enough to apply the lesson the next time)

    14. Re:PvP and PvE can't coexist by Anonymous Coward · · Score: 0

      "For PvP only, every class has to be an even match."

      Wrong. The best approach is the fabled Rock-Paper-Scissors, where one set of classes can kill another set of classes, but is completely devestated by the third set of classes. A typical example is, Rogues/Archers beat Casters, Casters beat Tanks, Tanks beat Rogues/Archers. The problem arises when there are not clearly defined roles (the shaman is both a tank and a caster, for example. It is not weak to rogues/archers, nor is it weak to mages or melee characters.), and classes which do not fulfill the roles that they are set in (hunters, as an example, do not out-range mages. Mages can also blink to close the gap, and freeze them in place and sit in the 'dead zone' - an area where the hunter cannot shoot them, or melee them, but the mage can cast all they want).

      So basically: if you're NOT going to have all classes equal (and thus have a bland game experience), and are instead going to go with the Paper>Rock>Scissors approach... Make sure that Paper cannot acquire abilities which will allow it to crush Scissors.

    15. Re:PvP and PvE can't coexist by agrounds · · Score: 1

      I also play a priest in WoW. A night elf level 51 Holy/Disc spec. I was shadow specced myself until level 48, and as one of the two priests in my guild I was needed for running Maraudon and Sunken Temple and the shadow spec just wasn't cutting it.

      I've played WoW since release day first as Horde, and then moving to Alliance in February. As such, I can say with absolute certainty that there is no balance in this game. It extends so far beyond classes it's ridiculous. The server I play on, Laughing Skull, is populated almost entirely by undead whatevers and tauren shamans on the Horde side. Seeing a troll or an orc is a rarity indeed and usually a sign that the character was made near the release date. The Alliance side is populated almost entirely by night elf whatevers, human paladins, and gnome mages. Seeing an actual dwarf is rare and, once again, a hallmark of an older character.

      That said, the biggest thing I would like to see is a buffing of the classes to match the classes that are obviously overpowered. I think the policy of the 'nerfstick' is the wrong approach. I have no chance of winning against an undead rogue under any circumstances on either my priest or my warlock. An even match between an undead anything and my priest results in my untimely demise as the only defense I have is counterable with just a click of an icon. The rock beats scissors, scissors beats paper approach is okay, but the undead represent the proverbial dynamite in that equation. The easiest method to equal out the balance issue here is to enable undead-effecting abilities against undead players. It's a buff, not a nerf, since Shackle Undead and its ilk only holds until someone hits them or drops a DoT on them. There are useful answers to these problems offered daily in the forums, but Blizzard by and large ignores the community and proceeds on it's own path. Thus the buffing of the demonology line of warlocks "to fix them", when not a single warlock I know (mine own included) uses the demonology line since it is useless in PVP.

      The "Players losing control" is a stupid lie that Blizz continues to perpetuate. Fear makes you lose control. Mind Control most assuredly makes you lose control for a long time! I've used it myself to throw players off the cliffs of Freewind to their death. Stun locking makes you lose control for the length of time it takes to kill you. When I get stunlocked by a rogue, I usually just get up and go grab a drink. There is no point in trying to click anything except the "6 Minutes Until Release" box.

      PVP as a healing class in WoW is laughable at best. Since Battlegrounds came out, I have spent more than a few hours in Alterac trying to keep my raid alive. The end result is always the same. The opposition charges through the ranks spamming AoE's like mad, and then targets all priests in the group with /assist macros for a death so fast I can't even pop a shield. This is a viable and intelligent tactic, it's just fairly unrewarding to spend more time at the graveyard watching the res timers tick than actually participating in any meaningful battle.

    16. Re:PvP and PvE can't coexist by SScorpio · · Score: 1
      They also did a good job of limiting the power level so that skill and tactics are more important than gaining another level.
      I have to disagree with you on this. They didn't limit power leveling, they completely removed it as a option for PvP. You can instantly create a level 20 (max level) PvP character and jump right into the PvP content of the game. The only limitation is what skills you have unlocked for your account so that you can create different builds. This fully moves success and failure into how your build is setup and how your team works together. With skill in using your character and a little luck on the interrupters part you can form an incredibly powerful PvP team.
    17. Re:PvP and PvE can't coexist by Jaeph · · Score: 1

      "The main problem is in games that involve both PvP and PvE."

      I'm sorry, but this is simply not true. It is possible to design a game that works with both. I'll give two examples and how they do it:

      1) Guild Wars. You pick your skill load-out before you leave the city. So your monk may have nice pretty heals and some smite spells in PvE, but in PvP you go with heals & anti-hex spells. Whatever, the point is that the same class does fine in both environments.

      2) Eve Online. Again, you fly the ship and load it out based on your needs. So you bring your super-cruiser to a PvE base-busting mission, then trick out a frigate for a PvP raid.

      I frankly don't agree much with the original article, both in tone and messaqe. "Nerfing" is fine; it's poorly planned nerfs that cause the problem. The dev teams need to balance, but they have to put a good amount of work in to do it right.

      One final thing - the object isn't to make a perfectly balanced game. That's an ideal, of course, but I think a more practical goal is to make a game where everyone has a niche. So the big-gun boys are the talk of the town, as long as my crowd-controller is useful often enough to make me feel valuable, I don't care.

      -Jeff

      P.S. Btw, there is nothing written that says all players must be viable one on one with each other. There's nothing wrong with a little rock-paper-scissors action, or groups being greater than the sum of their parts.

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    18. Re:PvP and PvE can't coexist by Anonymous Coward · · Score: 0

      Thus the buffing of the demonology line of warlocks "to fix them", when not a single warlock I know (mine own included) uses the demonology line since it is useless in PVP.

      You have to be freaking kidding me. A Demonology warlock is practically un-freaking killable. They have an ability that allows them to share health with their pet. Warlocks already have insanely high HPs that rival that of tanks, having to go through 6000HP + 2000HP of the pet is just nuts and usually allows a warlock to outlast melee classes.

      Demonology also allows them to pop a shield by sacrificing their pet and then immediately summon a new one. Got through 1500 pet HP? Enjoy having another 2000 pet HP to chew through!

      Any warlock not using Demonology for PvP is an idiot, pure and simple. And they buffed it.

    19. Re:PvP and PvE can't coexist by meta-monkey · · Score: 1

      I also play on Laughing Skull and have a level 60 hunter and a level 50 priest. I think you're wrong on a few counts.

      First, in terms of race choice for a class, you screwed up. Priests should always be dwarves for Fear Ward. Starshards is worthless, and while shadowmeld is cool, when you do Onyxia or Magmadar, you'll find that the main thing holding your guild back is a lack of fear wards. Horde don't have this problem, since Shamans can drop totems that absorb fear. If I were you I'd reroll.

      Second, of course you're dying instantly in BG...you're only level 51. Not only are you nine levels lower than most of the opposition, but you're wearing badly outdated gear. The level 60s you're fighting are at least wearing their blue class sets, and if you're fighting anybody from the major horde guilds (BBz, EG, etc) they probably have a few pieces of their epic sets, as well. When you're properly leveled and equiped, it's not near so bad as you make it out to be.

      That said, I absolutely hate undead rogues. My priest is still shadow specced until I hit 60, and I can take one out if I get the jump on him, but otherwise I'm running. I did herb/alch and I always keep a few invisibility pots handy. Very useful for covering yourself while you duck behind a tree or something. Also, keep some light feathers handy so you can levitate across water. They have to swim, which takes a lot longer, so if you can run across a lake and then mount up you can usually get a way. Good luck.

      --
      We don't have a state-run media we have a media-run state.
    20. Re:PvP and PvE can't coexist by meta-monkey · · Score: 1

      Don't forget healthstones for an instant 1200HP boost on a seperate timer from potions, plus a soulstone for a self-rez with...what...half health and mana? A decent warlock with some shards is INSANE.

      --
      We don't have a state-run media we have a media-run state.
    21. Re:PvP and PvE can't coexist by Anonymous Coward · · Score: 0

      And Demonology increases that 1200HP to 1440HP. Well specced warlocks are basically impossible to kill.

      The thing to remember about warlocks is that, like paladins, they were gods when the game was released. They could simply fear-kite any class in the game for an easy victory.

      That strategy got taken away (because it's cheap) and warlocks simply refused to adapt. So now they're whining about being "underpowered" soley because they refuse to adapt new strategies that are available to them.

      Hmm... I tried to post this and got:

      Slashdot requires you to wait 2 minutes between each successful posting of a comment to allow everyone a fair chance at posting a comment.

      It's been 12 minutes since you last successfully posted a comment


      Anyone else having this happen? It's really annoying. If they increased the time between posts, fine - but please indicate the real time. I guess they hired whoever designed the Battleground queues on to work on Slashcode.

      (Time left: 2 hours. Time in queue: 5 minutes. Later: Time left: 2 hours. Time in queue: 15 hours. Really happens.)

    22. Re:PvP and PvE can't coexist by C0rinthian · · Score: 1

      Heh, Eve has balance issues just like all other games. Just look at everyone flying their 'flavor of the month' Ravens.

    23. Re:PvP and PvE can't coexist by KDR_11k · · Score: 1

      Had it once when I was trying to post anonymously, the problem disappeared once I unchecked "post anonymously".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    24. Re:PvP and PvE can't coexist by KDR_11k · · Score: 1

      The dynamics should change from duels to group combat, when it's one-on-one it sucks if your success depends on which class you chose back when you created your character. In groups that's something different because you can just choose a different target and stay away from the ones that can overwhelm you while your friends who can take them on do so. In a duel there is no other target, you can either run or fight. When there's a class-to-class RPS system that means the result is decided the moment you meet. Instead it should be strategy based, one strategy counters another and when you're the rock to the enemy scissors you have more strategies that can work against him (though they will still fail if he chooses the right counterstrategies and you fail to adapt).
      To make the difference between group and solo strategies there should be interclass strategies that require two or more players to pull off. Those would be hard to counter without some group strategy as well and might not even involve the target that gets attacked (e.g. a rogue and a mage attack an enemy mage, the enemy warrior and priest intercept them).

      Though maybe you shouldn't listen to me when it comes to game design because I believe that the level is a big problem when it comes to fairness in MMOGs and should take only a secondary role in combat (i.e. a masterfully played level 20 should be able to take down a badly played level 60 1-on-1).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    25. Re:PvP and PvE can't coexist by Jaeph · · Score: 1

      But you missed the point. Eve has unbalanced elements, but they don't have a problem because it is easy for a person to switch from ship to ship and loadout to loadout. If missiles are overpowered, then everybody can go get a missile boat and train up missile skills.

      It's not a question of being perfectly balanced; it's a question of presenting an unfair situation to a player. Players in EVE can easily respond to an unfair situation. It's not like camelot where your lvl 50 whatever suddenly doesn't work anymore.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    26. Re:PvP and PvE can't coexist by Minna+Kirai · · Score: 1

      The dynamics should change from duels to group combat,

      Only if you bring in an assumption that dueling should always be fair. Real life isn't that way, and the source material (such as the LOTR books or D&D games) isn't either. Nobody would expect Frodo to hold out in a duel against Gimli or Gandalf.

      WoW is supposed to be a game about teamwork and cooperation with your faction, which means that compensating for each others' weaknesses is fine. In fact, if your suggestion about dueling equality were implemented, it would make party-based gameplay less interesting, as classes less distinctive.

      Instead it should be strategy based, one strategy counters another and when you're the rock to the enemy

      So, what you want is for battle results to be unpredictable. Each guy picks a technique out of a list of 5, and depending on the matchup, one wins and the other loses? That reduces down to a percentile-chance of victory against each other class.

      because I believe that the level is a big problem when it comes to fairness in MMOGs and should take only a secondary role in combat

      That's a fine opinion, but for other genres. MMORPGS (and RPG in general) are about character skill, not player skill. Try Counterstrike, Starcraft, or Tekken.

    27. Re:PvP and PvE can't coexist by KDR_11k · · Score: 1

      Only if you bring in an assumption that dueling should always be fair. Real life isn't that way, and the source material (such as the LOTR books or D&D games) isn't either. Nobody would expect Frodo to hold out in a duel against Gimli or Gandalf.

      Reailty isn't balanced either so we shouldn't complain just because class A is super powerful, that just happens and reality is not fair. In reality not everything has a weak point.

      In fact, if your suggestion about dueling equality were implemented, it would make party-based gameplay less interesting, as classes less distinctive.

      No, I also said that groups would have completely different strategies. Groups are equal as-is (as long as they have enough class variety) since they would have a class that's strong against any enemy they could encounter. The rogue isn't pointless just because the enemy has a warrior. Someone has to take those spellcasters down and you better make sure the warrior doesn't stop you if necessary.

      So, what you want is for battle results to be unpredictable. Each guy picks a technique out of a list of 5, and depending on the matchup, one wins and the other loses? That reduces down to a percentile-chance of victory against each other class.

      Strategy/=Skill. A strategy would involve a certain behaviour (e.g. slowing your enemy and bombarding him with range attacks, throwing some curses at him to make him even weaker than you, increasing your defense to high heaven and causing lots of over-time and reflected damage, etc) and of course you can switch them mid-fight. Other games have strategy that doesn't devolve to clicking one button instead of another and that don't end up turning the match into random carnage.

      That's a fine opinion, but for other genres. MMORPGS (and RPG in general) are about character skill, not player skill. Try Counterstrike, Starcraft, or Tekken.

      So these games should actually BE about winning if you're playing longer? Does it surprise anyone that MMOs can't overcome the threadmill if all there is to winning is how long you have played? Character skill is usually measured in hours put into levelling up, which can be a pretty repetitive activity. That's why people use bots, buy items/characters on eBay or power level, because that's the only way of getting better at the game. The player is playing the game, not the character. Since any claims about roleplaying are pretty much moot in a game where people shout "L45 Mage LFG!" making it completely character based has very little reason.
      Besides, you'll probably see quite a few replies here that will state that in MMORPG X you can take down an enemy Y levels above you if you're a good player. Definitely not character skill.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    28. Re:PvP and PvE can't coexist by C0rinthian · · Score: 1

      It is if you've specialized in large beams instead of missiles. Or Amarr ships and never trained Caldari. Having to train up a set of skills simply to match the flavor of the month is no different than re-rolling a stunlock rogue in WoW.

      Eve has balance issues just like everyone else. They're just more complex because of the nature of the game.

    29. Re:PvP and PvE can't coexist by Jaeph · · Score: 1

      Spending a couple weeks training does not compare to a month hardcore grinding to get your lvl 60 stunlock rogue. You're comparing vastly different amounts of work there.

      Again, all of you miss the point. It's pointless trying to balance everything to a knife's-edge; the objective should be to a) give people lots of usefull niches to fill, and b) give them freedom to move from one niche to another as the situation warrants it.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
  10. The trick... by Slime-dogg · · Score: 2, Interesting

    The trick to class balancing is making sure that there isn't an uber-class in the first place. There will be issues that pop up, when new base classes are introduced in expansions, as well. Consider that it is an expansion, and that the set of classes up until then have been balanced over time, while the new class has had minimal balancing.

    The way to balance shouldn't be to "nerf," but to increase the power of other classes to the point where the overpowered class is not an issue. Sure, there will be envy complaints, but at least they would be the wounded victimized complaints that appear after the nerf has been applied.

    Introducing new classes after the release should only be on the order of "hero classes." This increases variety, and requires the original balanced classes to be played until a specific level. After that level, a hero class can be chosen, and though they may be unbalanced, they don't affect gameplay from the beginning.

    --
    You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    1. Re:The trick... by bluGill · · Score: 2, Insightful

      No, the key is making sure every class has weakness that can be exploited. A very powerful class that just barely moves is easily defeated by lesser classes if they can attack and then move off to heal, knowing they are too far away for the powerful class to attack latter.

      Powerful classes should also be more expensive in some way. That is you can have this powerful figure, but he will demand a lot more wages, and a lot more training, so you loose the ability to have many weak fighters to get him. Once that powerful class is down you may not have enough money left over to hire a replacement. It is worse if you have to train up a new one - all the time spent training the new hero while the enemy attacks, perhaps bringing it down before you are done with training...

      That is just one way to balance a powerful class. You could make the powerful class weak to poison (holy water), magic, or some such. Perhaps he is powerful with a sword, but has no defense against arrows.

      The most classes you add the harder this is though. However getting it right makes things interesting. Instead of my 3d4 "elf" fighers and 2d6 "elf" archers against your 3d4 "orc" fighters and 2d6 "orc" archers you can have my 1d4 elf fighters who breed like rabbits (cheap) against your 2d12 orcs that are hard to replace. Thus you need to watch out for my swarms while picking off my players one by one. (Note, I just picked some race names at random by the traditional literature the stats I picked do not match)

    2. Re:The trick... by Achoi77 · · Score: 1
      I believe the real trick is to design classes so the player gets the perception that their progress is optimal. Unfortunately this will be very difficult in MMOs because everybody is comparing their progress to each other, and seeing what works and what doesn't (even if it's just gametheory that's been pulled out of someone's arse). When I first started playing my rogue in WoW, I've looked and researched into what kind of talent path I've wanted to take, to see what will optimize my play style. It was unorthodox, but I liked it and suited me very well.

      Everbody in my guild looked at me like some kind of idiot player that had no clue how to 'play his class correctly.' Eventually I've started to have doubts in my talent build, thinking of how it could have been done 'better.' The real answer is that blizzard did a good job in play balance - a lot better than what people actually give them credit for. But endgame MMO players (who by definition are more hardcore than casual) are always looking for that One Perfect Path(TM) to the top, and it really discourages many other players from trying new things, which results in a lot of 'trash skills/talents' that are overlooked more often than not. This is much more noticable when there are multiple classes that seem to have the same set of trash skills/talents, and public perception is that the devs are just recycling the same classes with different names and graphics.

      If the gameplay is balanced up to the point where there is no perception that 'my' class/build/progress is better than 'your' class/build/progress, then the game hits the field of mediocrity and gets extremely boring, and devolves into a quest to see who has the biggest baddest uberleet gear.

      It's the bane of MMOs. For smaller multiplayer games it's a different story. Not an MMO, but in my opinion Top Spin Tennis for the Xbox is very balanced, and for whatever path I choose to progress, I don't ever feel like I've made the 'wrong' decision at any point in the game.

    3. Re:The trick... by WreathOfBarbs · · Score: 1

      How is this insightful when he is referring to 'units' as you might find in a strategy game rather than 'classes' as they are found in the MMORPG's that this article refers to? Nothing he says has absolutely any application in a game where you control one character rather than an army of units. Personally I can't recall ever paying a Warrior to tank for me in PvE or PvP.

    4. Re:The trick... by bluGill · · Score: 1

      Well I don't play MMORPGs enough to know the details, but I assure you they apply. A rogue should loose in a head to head battle with a sword fighter. However if the rogue is smart he will never get into that battle, instead using a sneak attack to kill the fighter while he is doing something else. The fighter should be unable to sneak (armor clanks too much...) up on anyone and get a kill.

      A warrior will never go against a tank, as they are not balanced. The two do not belong in the same game world. A mechanic against a tank might would be interesting though, so long as the mechanic is given a good tool set. Of course tanks allow for air forces (and SAMs...), which is a whole different world.

      You need balance in any multi-player game if there is more than one type of unit. Doesn't matter if the units are called "orcs" or "rogues", the need for balance is still there.

    5. Re:The trick... by murdocj · · Score: 1
      A warrior will never go against a tank, as they are not balanced. The two do not belong in the same game world.

      I had to read this a couple of times to figure out what you are talking about. In MMORPG a warrior IS a "tank". The term "tank" refers to a character that has the ability to survive lots of attacks... basically lots of hitpoints and armor. So you get your pure warrior or warrior-caster hybrids as tanks.

  11. Pet Peeve by MobileMrX · · Score: 0
    From TFA:

    Oh class balance oh class balance, wherefore art thou class balance?

    "Wherefore" != "Where" - it means "Why".

    Romeo, Romeo WHY art thou Romeo (Why is the person I love a member of a rival family?)

    1. Re:Pet Peeve by Anonymous Coward · · Score: 0

      From TFA:

      Oh class balance oh class balance, wherefore art thou class balance?

      "Wherefore" != "Where" - it means "Why".

      Romeo, Romeo WHY art thou Romeo (Why is the person I love a member of a rival family?)


      Amen. I really hate that one, too. It's painfully obvious that people who do that never actually read the play. Blame ham-handed actors as well, who have no clue how to deliver that line--you hear it delivered as if the actor believes Juliet is trying to find Romeo, even though the VERY NEXT LINE entreats him, "Deny thy father and refuse thy name!"
  12. The REAL Lost Art: Basic Research by liquiddark · · Score: 1

    http://www.gankcentral.com/classcompare.aspx

    Note that of the classes named, only the Rogue, Warrior, and Hunter actually stand out to any degree. Warriors seem to be doing ok again, so scratch one issue. Rogues aren't easy to get into instances, so scratch two. And with the introduction of BG, I've seen a lot of hunter 3.

  13. Re:The REAL Lost Art: Basic Research by Nytewynd · · Score: 1

    I can't open the link at work, but rogues are definitely taken for instances.

    With Improved Sap, they add to the crowd control, they do more damage than anything, and they unlock all of those nice chests that we usually run past.

    In Molten Core, of the 40 people we had the top 4 damage dealers were our rogues. Our top rogue had almost 50% more damage than the next person on the list.

    Anyone that passes over a rogue is missing out.

    --
    /. ++
  14. Classes Schmasses. by Shanoyu · · Score: 1

    I think there is something to be said for classless play. Then again, so did the french and that resulted in a REIGN OF TERROR and then Ultima Online, yikes!

  15. Class Balance, PvP and WoW. by JavaLord · · Score: 2, Insightful

    World of Warcraft does have some pretty bad class balance issues, and just some gimped classes. Some examples of blizzards incompentency:

    1. As mentioned, Paladins were reworked two weeks before release the class had it's whole combat system changed (Read nerfed). While the class is described to this day as a 'melee based hybrid' it puts out less damage per second than any other class (including priests). It also has no long ranged attack, and only one stun. On the healing side of it, the Paladin in the fourth best healer in the game, behind Priests, Druids and Shamans. What it all adds up to is a class that is poor at PvP. Instead of keeping an eye on the paladin since they were changed 2 weeks before launch, blizzard has chosen to ignore them.

    2. Warlocks, along with having to deal with Will of the Forsaken going through their only decent crowd control spell (fear) also have to put up with farming soul shards to PvP. Basically, a warlock must PvE for a good 20-30 minutes to PvP for an hour since they need soul shards to preform some of their better spells/abilities. No other class has to put up with this sort of thing. To top it off, the shards are not stackable, meaning each one takes up one spot in your inventory, thus limiting other things a warlock could take for PvP from his or her bank.

    3. Hunters have some kind of "Dead Zone" inbetween Melee range and their ranged attacks where from what I understand they can be attack but they can not attack others. Since hunter is one of the few classes I don't play, I'm taking the word of the 1000 hunters whining about it on the forums.

    4. All of the racial traits for one faction (The horde) vastly overpower those of the other (alliance).

    5. Instead of improving classes, Blizzard has shown that they would rather swing the nerf bat. This is the wrong way to go about balancing a MMO.

    1. Re:Class Balance, PvP and WoW. by override11 · · Score: 2, Informative

      1) Palading paladin I have fought paladins too many times when they just start their 'invulnerability' aura, then insta heal, then insta full heal. Dont bitch about paladins, thats bull-shit. Just because they dont have the highest DPS doesnt mean they are not viable. People try and play a healer class an expect to whoop ass, get over it.

      --
      No I didnt spell check this post...
    2. Re:Class Balance, PvP and WoW. by HarvardAce · · Score: 2, Insightful
      Warlocks, along with having to deal with Will of the Forsaken going through their only decent crowd control spell (fear) also have to put up with farming soul shards to PvP.

      My main character is a warlock on a PvP server, and I haven't had much trouble in solo PvP, and in group PvP, I can often be output the most damage (due to putting DOT's on multiple characters). The undead often beat me straight up since I can't fear, but if I can get surprise someone, I've landed 4 DOT's before they even turn to face me, and then I drain life tank and hit them with a shadow bolt when nightfall procs (usually once or twice a fight). And now, you get soul shards through PvP if it's an honorable kill. And I rarely use my soul shard spells in PvP anyway.

      Instead of improving classes, Blizzard has shown that they would rather swing the nerf bat. This is the wrong way to go about balancing a MMO.

      I could not disagree with you more. You have to remember that you're not only balancing the classes against each other, but also against the environment. If you improve everyone else to the level of the overpowerful class, then everyone is overpowerful in PvE. To balance that, you would need to then power up the mobs, which would end up in a relative "Nerf" to the overpowered class to begin with. And more often than not, when you power up a class (or especially multiple classes at once), you make that class too powerful, and are stuck at square one again.

      Additionally, people are going to complain if their relative power to others goes down regardless whether it is because your class got nerfed or the other classes got powered up. In the end, the result is the same -- more balance (which means you've lost your superiority), so people aren't going to be happy if they are the ones who lost power relative to the other classes or environment.

      Overall, I think right now the game is really well balanced in PvE, which is what WoW is first and foremost. I think the PvP balance is coming along, and more and more tweaks are coming along to make it even closer to balance. Lastly, if you're in a group of 3 or more people (of different classes) fighting against the same number of people, the game is very closely balanced and usually then comes down to skill (or occasionally luck in the form of a big proc/crit/miss/resist).

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
    3. Re:Class Balance, PvP and WoW. by Anonymous Coward · · Score: 0

      "1. As mentioned, Paladins were reworked two weeks before release the class had it's whole combat system changed (Read nerfed). While the class is described to this day as a 'melee based hybrid' it puts out less damage per second than any other class (including priests). It also has no long ranged attack, and only one stun. On the healing side of it, the Paladin in the fourth best healer in the game, behind Priests, Druids and Shamans. What it all adds up to is a class that is poor at PvP. Instead of keeping an eye on the paladin since they were changed 2 weeks before launch, blizzard has chosen to ignore them."

      Blessing of freedom sure seems to get used in CTF games in Battlegrounds. Also Paladins are using reapers and will benefit from other weapons upgrades the priest aside from wands is less likely to see such substantial upgrades to their primary offense (spell based damage). Paladins are also under review although I do not have any faith in the community representative. Bottom line though any class that can be immune to all attacks AND deal large damage AND heal AND buff is by deffinition overpowered. Paladins have three of those already and with mudflation might even get to the point of having all four.

      "Warlocks, along with having to deal with Will of the Forsaken going through their only decent crowd control spell (fear) also have to put up with farming soul shards to PvP. Basically, a warlock must PvE for a good 20-30 minutes to PvP for an hour since they need soul shards to preform some of their better spells/abilities. No other class has to put up with this sort of thing. To top it off, the shards are not stackable, meaning each one takes up one spot in your inventory, thus limiting other things a warlock could take for PvP from his or her bank."

      Walocks can create soulshards in PvP now. Unfortunately a nasty bug is in some cases overwriting inventory. Further at some time in the future warlocks will get class specific shard holding bags. Also you can spec a warlock so as not to rely so heavily on shards. Finally your comments on Will of the Forsaken apply only to Alliance warlocks. You should also note that Alliance locks have the benefit of the dispelling class (Paladin) being on their side so their dot's and charms should stick longer in comparison to Horde locks who must watch cleanse dispense with theirs.

      "3. Hunters have some kind of "Dead Zone" inbetween Melee range and their ranged attacks where from what I understand they can be attack but they can not attack others. Since hunter is one of the few classes I don't play, I'm taking the word of the 1000 hunters whining about it on the forums."

      They are ranged attackers that even have pets to help them keep their targets at a DISTANCE that they can even attack in melee range is gravy.

      "4. All of the racial traits for one faction (The horde) vastly overpower those of the other (alliance)."

      WotF versus Shadowmeld
      UD Horde Warrior (I can break fear and charm, once every so often)
      NE Alliance Warrior (I can attack from stationary stealth and if male just gained this ability with no game lore to support it.) Perpetual stunlocks out of stealth are possible with multiple warriors or other NE players. I can also be buffed by a dwarf priest with fear ward to be immune from one fear.

      UD Horde Mage/Priest/Warlock (We can break fear and charm, once every so often)
      NE Alliance Mage/Priest/Druid (We can get the first shot in. Out of combat we can drink to replenish mana unmolested if we pick a good spot).

      UD Horde Rogue (I can break fear and charm, once every so often.)

      NE Alliance Hunter (I can get a crit aimed shot out of stealth. As a ranged based class distance is everything. I can plant my traps in stealth. Did I mention I use mana too and am not really meant to fight up close so I can shadowmenld and drink unmoleted.)

      Seems overpowed to me but in vaguely in favour of the Alliance. I could go on but honestly it's at best a toss up especially when you compare thin

    4. Re:Class Balance, PvP and WoW. by Anonymous Coward · · Score: 0
      I have to agree with you. Paladins have always been a martyr type character. In FFXI the class was a damage absorbant tank. Let anything smack on you and keep healing yourself to keep agro while the high DPS classes do the actual real damage.

      Having not played WoW I can't comment on how they work in that game but it sounds like it's similar. The only major issue would be with how agro works with PvE and PvP. And I'm sorry... Battlegrouds being a giant capture the flag match? I'm definately staying far away from WoW, and I'm glad my friends that went to it also lost interest. Now to get them to all play Guild Wars.

    5. Re:Class Balance, PvP and WoW. by 2megs · · Score: 1
      5. Instead of improving classes, Blizzard has shown that they would rather swing the nerf bat. This is the wrong way to go about balancing a MMO.


      Um...no.

      First and most obviously, if power levels are only ever adjusted upward, balancing becomes an arms race that, carried to its logical conclusion, will end up with level one characters blasting the landscape with nuclear fireballs.

      Secondly, say you have twenty classes. One of them is obviously overpowered. If you want to make things more balanced without nerfing that class, you have to raise the abilities of NINETEEN other classes up to be competitive rather than just lowering one. What are the odds of the balance of those other classes relative to each other coming out of that intact? And if that balance is broken, and your only option for fixing it is giving even more powers, then you're back in the arms race situation.

      You can hate on developers all you want for making your Uber Bow of Instant Slaying that you spent weeks questing for a little less uber, but that won't make downward adjustment (as well as upward) an unnecessary tool from the other side of the fence.
    6. Re:Class Balance, PvP and WoW. by rossjudson · · Score: 1

      You don't have to raise or lower abilities. Everything in WoW (and other games) gets controlled by random variables. All you have to do is tweak the thresholds and distributions of those variables and you can get anything you want.

      Blizzard has complete access to the statistics that show them _exactly_ what the success rate in PvP of 23 Warlock vs. 23 Paladin is, for example, and also to things like hours of play for a given account. Player comments on success rates are necessarily anecdotal in nature, and pretty much irrelevant. Skill is a factor -- I don't mind admitting that I pretty much suck at PvP, haven't done it much, and have had my butt kicked by lower level characters on occasion. Should I complain? Nope! My 43 warlock has good survivability overall -- in parties I am very often the last one left standing.

      All the "play balance" issues boil down to tweaking the probability knobs such that the _outcomes_ are where you want them to be -- even odds, as a rule. I've always wondered if this kind of continuous tweaking was just happening in the background, automatically...when an exploit is discovered that imbalances outcomes in the game, the probabilities are tweaked.

      Of course, the other factor in all of this is FUN. If your probability of success (living) is nailed to 50% in encounters, the game is equitable but it ain't fun to play. And all this class and PvP stuff is completely irrelevant for those of us who just prefer PvE. In that frame, the whole notion of classes is just sort of stupid, and for those of us who particularly enjoy solo play.

      I've always thought the notion of classes was just sort of dopey. I'd prefer a more complex system of skills, where certain skills are mutually exclusive. You can't be a master of good magic and a master of evil magic at the same time. But you might be a master of evil magic and a pretty damn good swordsman. But if you learn the sword your entire combat stance and set of reactions is wrong for unarmed combat, and you take severe penalties for doing that.

      I wouldn't mind if characters could become "good at everything", subject to contradictory skills. It's fine with me. And for PvP -- you can be good at everything, but you sure as hell aren't going to have time to USE it in a PvP fight ;) You might have a hundred spells and attacks, and you're only going to have time to fire off ten of them.

      A jack-of-all-trades class can take a bit of a skill hit too, relative to the specialist. But that is a choice we as players should be able to make -- be general, or be really good at one thing.

      One other thing. I think it would be cool if, in WarCraft, you get have a "posse". As a warlock (or any class), I've got my main pet, but it would sure be cool to be able to have a little menagerie of possibly less effective pets or people. I don't control what they do, but they're there!

      And another thing ;) I have always wondered if Blizzard would get smart and have a couple of dungeon instances where players could _volunteer_ to control monsters. You'd have the equivalent of your party, somewhere in the dungeon, controlled by other players...and it wants you dead. And it's just as smart as you are. Let players in the dungeons as the dungeon masters, and structure it enough that it can work.

      The WoW UI is certainly capable of allowing the player to "become" a dungeon monster for a while. The right to "play monster" should probably be earned by completing a given dungeon...and earn some measure of PvP honor. Alliance players could play monster in Horde dungeons, and vice versa.

    7. Re:Class Balance, PvP and WoW. by HarvardAce · · Score: 1
      I have always wondered if Blizzard would get smart and have a couple of dungeon instances where players could _volunteer_ to control monsters.

      I seem to recall that EQ did this a very long time ago, and it lasted all of about 1 day until they took it out again because of all the exploits that it opens up. What's to prevent someone from purposely sucking as a monster to allow someone else to get more xp faster? I agree -- it would be a lot of fun to control the monsters in a dungeon -- but it would be too hard to implement without causing tons of problems.

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
    8. Re:Class Balance, PvP and WoW. by Xentor · · Score: 1

      To be fair, there are actually two kinds of battlegrounds in WoW.

      Alterac Valley is a 40 vs 40 battle, where you wrestle for control of mines (Resources = Better NPC support), graveyards (Spawn points), and towers (Defensive, like in RTS games), and eventually try to destroy the enemy town. I haven't braved the 4+ hour queue to enter Alterac yet, but it sounds pretty cool.

      Warsong Gulch is a 10 vs 10 CTF game... First to capture the enemy flag three times wins. It's engineered towards smaller group tactics and more dependence on individuals.

      --
      "The amount of intelligence on this planet is a constant. The population is growing." -Cole's Axiom
    9. Re:Class Balance, PvP and WoW. by Quikah · · Score: 1

      1. Paladins are a pure defensive class. Not many people play them that way though so they think they suck. They don't, they are very useful in group PvP. They are pretty crummy 1v1, but a lot of classes are. They could probably use some work still.

      2. Warlocks need work, I agree. However you can get shards doing PvP now so no need to PvE farm, also they received a number of buffs last patch.

      3. The dead zone is where they cannot use their melee or range attacks. It is the same for ALL classes, except spell casters who can cast spells at any range. all classes have a number of abilities to avoid this problem.

      4. All of the racial traits except 2 are kind of crappy or just OK. The 2 that are awesome are Will of the Forsaken and Escape artist.

      5. That is just wrong, they have instituted a ton of warlock improvements in the last patch. Warrior improvements went in in the previous patch. etc.

      --
      Q.
    10. Re:Class Balance, PvP and WoW. by meta-monkey · · Score: 2, Informative

      "They are ranged attackers that even have pets to help them keep their targets at a DISTANCE that they can even attack in melee range is gravy."

      I play a 60 hunter. I would agree with that statement for PvP only if our pets had any kind of abilities that kept other players at a distance, but they don't. Your statement is true for PvE, but false for PvP. On the other hand, give, say, cat pets a hamstring ability, or bear pets a knockback ability, or spider pets a snare ability, and then the deadzone isn't a big deal.

      Right now, though, beating a half-decent mage is completely impossible as a hunter. First, sheep, then frost nova, then stand outside the hunter's melee range and inside the deadzone, and nuke him. There isn't a thing the hunter can do, except scattershot but only once and only if the mage gets too close.

      --
      We don't have a state-run media we have a media-run state.
    11. Re:Class Balance, PvP and WoW. by demi · · Score: 1

      Interesting idea. Usually you would deal with the problem you mention by not allowing the players to coordinate; that is, you don't get to choose what instance, dungeon, area or set of mobs you're going to control.

      Are there some other reasons this would be problematic?

      --
      demi
    12. Re:Class Balance, PvP and WoW. by DerWulf · · Score: 1

      Paladins don't have an invul aura. Its a shield that can be cast every 5 minutes and lasts for 12 seconds. They do have an instant full heal, with a CD of 1 hour (whooho). They don't have a regular instant heal or even a heal-over time (this is why they need the shield, as every class has at least one way to interrupt spells). The paladin class is not fine. Awesomeness once every hour sucks absolutely because it pisses opponents off enough that they write flame post while making the player feel cheap for winning only by using a 1h CD (same with warrios shieldwall and retaliation). A class should by viable *all* the time. To see what I mean look at the rogue class. They got timered abilities that, while useful and good, aren't absolutly fight turning on reasonable cooldowns. A paladin also isn't a healer class. Its a fighter class with some healing thrown in (rewording of blizzards description).

      --

      ___
      No power in the 'verse can stop me
    13. Re:Class Balance, PvP and WoW. by HarvardAce · · Score: 1
      Are there some other reasons this would be problematic?

      You also have the whole issue of aggro control then. A great deal of a group's success in an instance is making sure the monsters are hitting the tank(s). If a player is controlling a monster, how are you going to force them to follow the aggro? And if you do force them to follow aggro, that really takes a lot of the fun out of playing the monster.

      Besides, I'm not really sure what fun you'd have playing as a monster against other real people when you could play as yourself in PvP.

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
    14. Re:Class Balance, PvP and WoW. by rossjudson · · Score: 1

      Yeah, but the player party doesn't have to "follow the aggro", so why should monsters? We're interested in giving a little intelligence to the opposition. Unless forced to by a spell of some kind, monster players should be able to pick their targets at will, just like players pick their targets.

      I am not sure if player characters ever get tagged with something like Torment, which draws aggro to a Warlock's voidwalker. I guess the effect on a player character would be to prevent you from shifting targets until the spell lapses...

      The "aggro" stuff is a crude approximation for monster intelligence -- I smack whatever is causing me the biggest problem, damage-wise or healing-wise...

    15. Re:Class Balance, PvP and WoW. by HarvardAce · · Score: 1
      Yeah, but the player party doesn't have to "follow the aggro", so why should monsters?

      Because most people wouldn't want to play a game where they died 50% of the time or more. If you took your average group of players through an instance, and the monsters always targetted the healers first and then the mages/warlocks, all the instances would be nearly unbeatable by similar-leveled characters.

      The game and the dungeons were designed to be challenging to a well-balanced group that handled aggro well. I'd say 90% of our wipes in the instances I've played have been because our soft targets got the aggro, and the other 10% are when we pulled too many monsters at a time. If the monsters automatically targetted the healers first, the entire game would have to be rebalanced to make it possible to make it through a dungeon.

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
    16. Re:Class Balance, PvP and WoW. by demi · · Score: 1

      Well, it clearly changes the balance, but as long as that's taken into account, what's the harm? It might be a good way of revisiting monsters you no longer bother with and seeing what they can really do--obviously you need to be more powerful for them if they're smarter, but it seems kind of fun.

      As for why someone would play a monster (or set of monsters) instead of their own character in PvP... I don't know. It seems like a nifty change of pace to me.

      --
      demi
    17. Re:Class Balance, PvP and WoW. by Minna+Kirai · · Score: 1

      If you took your average group of players through an instance, and the monsters always targetted the healers first

      Then Blizzard would have to fix the game so that monsters can't walk THROUGH tanks to get at the casters.

      Allowing some monsters to attack intelligently will force those monsters to be rebalanced, but it will also mean that builds good for PVE will turn out to work in PVP as well.

    18. Re:Class Balance, PvP and WoW. by Anonymous Coward · · Score: 0

      Dont bitch about paladins, thats bull-shit. Just because they dont have the highest DPS doesnt mean they are not viable. People try and play a healer class an expect to whoop ass, get over it.

      Healer class? Go read blizzards own website, which states a Paladin is a 'melee based hybrid'. Now go die in a fire.

  16. Balance is all-important in RPGs by Laxitive · · Score: 1


    A friend of mine while I was attending university was a developer for Linley's Dungeon Crawl (http://www.dungeoncrawl.org/), a roguelike.

    He was ALWAYS talking about game balance. From what I recall, most of his time was spent either fixing bugs, rewriting chunks of code (because the codebase was Ugly(tm) C++), or fixing imbalances introduced when other developers added "cool new spells".

    I'm an on-and-off, but avid player of dungeon crawl, mostly due to the influence of my friend. I must say that after a while, you really, REALLY start to appreciate the fact that every character class, every profession, has something to offer. It doesn't necessarily have to be that every class is as good as the other - it just needs to be unique, and not useless compared to the other classes.

    But yeah, I think balance is a lost art. Aside from my friend's obsession with it, I have heard nary a mention of it elsewhere, except for maybe a few odd posts on slashdot when MMORPG articles are posted.

    -Laxitive

  17. RPG cannot be balanced by TetrisMan · · Score: 1

    Mythic software (maker of daoc) wasn't nerfing class but adding counter attacks to a overpowered skill (purge for mez, ...) so poepel dont feel bad with there class and people with new skill feel beter, just marketign move imo. About class balancing, I doubt it can realy be done imho RPG game are unbalanced by nature because class are difference healer and support class are not supposed to kill someone by design while mage are not supposed to last long with cloth armor, so looking for 1vs1 battle is stupid. People should look as group vs group battle. But then number of opposite enemie is more an issue imo. BTW I had great fun playing my rejuv cleric on daoc pvp server, saving poeple life is moer fun than kill someone ^^

  18. PvP balance by mothlos · · Score: 1
    When a lot of people think PvP balance they think the ability for one person of any class to have a reasonably fair fight against one person of any opposing class. The result of such balance is either classes which are very much alike or an impossible task where you are constantly fiddling with a variable here or a variable there and throw everything else out of balance.

    In a PvP situation you must do one of two things to fix this. Either you make everyone more or less equal in the areas of rate of damage delivered and amount of damage that can be taken before death, or you throw out the idea of one-on-one class balance and structure the game to be RvR then balance that.

    DAoC tried to do this, but they didn't do a very good job of preventing the one-on-one encounters and they had three realms to balance against each other. They also suffered from the problem that this article brings up that something in testing simply didn't work and they missed all these glaring holes which later had to be patched up with buffs and nerfs.

    Class balance is only getting worse. The casual gamer is making solo play more and more the norm in these games, and to sell the game for a longer period of time, class differentiation is key, which causes classes to be very different in their approaches to the PvE environment.

    Can there be balance in an MMORPG? Yes, but it will be very tough. I don't think it is desierable though. Casual gamers want a lot of variety that they just don't get from the big social game. Hardcore PvP gamers want the ability to ruin somebody's day and it doesn't work if they might get their day ruined a third of the time.

    I think that after this wave of casual-friendly games has run its course that we will see a new type of unbalanced game, but maybe... just maybe they will do it right.

  19. Article lacks insights by kongjie · · Score: 1
    This extremely short piece notes that class balancing is a real problem but it's pretty lame to call it the "Lost Art" if the author doesn't bother to go into some detail about examples of class balancing done well. Something so "lite" really shouldn't have been accepted on /.

    Funky Zealot seems to be suggesting that the key is beta-testing. This may be right...could it be that perhaps developers are making the primary use of beta testing the detection of technical problems, rather than gameplay issues evolving from class problems?

    What Blizzard did with the paladin class really seems inexplicable--not any particular changes per se but the fact that they made such overwhelming changes without giving beta ample time to check the effect of the revisions.

    I suppose it is all pretty easily explained by the financial forces at work: it's a definite problem if you start selling the game and it doesn't work, but working out class balance issues is seen as something you can live with and work out over time.

    1. Re:Article lacks insights by theghost · · Score: 1

      I wouldn't even classify that as an article. It comes across as a whiny complaint from someone who got WTFPWNT one too many times.

      Yes, WoW does have balance issues, so does SWG, so do most MMOs. Big ones. So what should be done about it? "Don't make everyone the same and don't be heavy-handed with the nerfs." Great advice. Please tell me something that every 12-year-old on the forums hasn't already figured out.

      Let's talk about what constitutes balance. Is a rock-paper-scissors schema a balanced schema? Sure, "rogues beat mages, mages beat warriors, and warriors beat rogues" means that everybody wins sometimes and everybody loses sometimes. It's also boring as hell for a mage to know that if opponent = rogue and luck != divine intervention mage = dead mage.

      Can you balance everyone so that they are roughly equal in PVE while still making them balanced in PVP? DDO has already said that they're not going to do any balancing for PVP if they include it at all. Their focus is on group PVE play. Is that how it has to be done?

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    2. Re:Article lacks insights by kongjie · · Score: 1
      Can you balance everyone so that they are roughly equal in PVE while still making them balanced in PVP?

      That's a really important question. On many occasions a perfectly reasonable discussion on class balance in regards to PVP is completely subverted when someone starts bringing PVE issues in. Or vice-versa.

      The paying audience for a lot of MMO's seems to be demanding PVP play in addition to the PVE challenges but I frankly don't know if you can achieve class balance in both realms.

      Your comment on balance is a good observation, too. For me, a good definition of class balance in PVP means that for two equally skilled players of different classes, win/lose is a random outcome--you won't consistently win or lose against a given class. The frustration with balance is when you know how to play your class well and another class can, with little trouble, use a few class-specific tricks to render you powerless.

      The problem with this kind of definition is, when do you decide that your inability to defeat a certain class is a result of your abilities or of the class set-up?

    3. Re:Article lacks insights by theghost · · Score: 1

      Well, the playerbase in WoW seems to be split roughly 50-50 with those who think that skill trumps class and those who think that WoW PVP is Rock-Paper-Scissors. Of course, all the people who have said skill are rogues so... ;)

      I've played a rogue and i've played a mage, and i can say without hesitation or doubt, that if it were somehow possible for me to play both characters at once against one-another, my rogue wouldn't even break a sweat killing my mage.

      I've also played a warrior enough to have gotten the base abilities i know i would use against a rogue or mage, and it seems obvious that certain ones would rip up a rogue, but very few would help me against a mage.

      Of course, in every discussion on class balance in WoW, the topic of 1-on-1 vs. group balance also comes up. Usually, those who are accused of being the most overpowered will claim that group v group negates any 1v1 imbalances, and that is what WoW is really designed for. There may be truth to that claim, but it doesn't help the frustration you feel when you're out in the middle of no where and the rock to your scissors comes looking to start a 1v1 fight. That's die or run, and quite often running isn't going to work.

      What it all boils to is this: if it's not fun, fix it.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
  20. Has Everyone Forgotten Diablo II Already? by tesseract5d · · Score: 1

    The original classes were fairly well-balanced until you got past about level 50, then a few classes really took off. The clearest defining factor in what characters were successful, however, was the skill point allocation, not the classes themsevles. This can't really be said for the two classes introduced later by the expansion (Assassin and Druid) which seem to always be considerably weaker at the same level. The key was that all classes were still Fun To Play even when every patch seemed to nerf whatever skill was hot at the moment (which was undoubtably the one you just pumped 20 points into).

    1. Re:Has Everyone Forgotten Diablo II Already? by UnknownSoldier · · Score: 1

      > This can't really be said for the two classes introduced later by the expansion (Assassin and Druid) which seem to always be considerably weaker at the same level.

      When was the last time you played?

      In v1.10 assassins are known to be one of the best damage output chars around.

      Fire Druids do some nice damage.

      Fortunately, or unforunately, D2X is still all about the phat loot -- With great gear, you can turn an 'OK' char into an 'awesome damage' char. One only needs to look at the hammadin as proof. Heck, Paladins have always been dependent on good gear.

      > when every patch seemed to nerf whatever skill was hot at the moment (which was undoubtably the one you just pumped 20 points into

      Old-School templates aren't dead. In fact, they are more refined, now that skill synergies are in. i.e. There are lot of more sorcs specializing in only 1 skill tree (who don't have teleport), then before. Bi-Elems and Tri-Elems are still around too. etc.

      You'll definately want to check out the offline skill calculator planner.

      www.d2items.com/skills.php

      Peace

  21. Perfect Balance by Kamalot · · Score: 1

    I know it is probably 'teh kiddie' for some of you, but if you are willing to look past the family aspect of the game, you'll find the the Pokémon series of games are wonderfully deep and balanced.

  22. It's impossible by brkello · · Score: 2, Insightful

    You can't have balanced classes and have PvP and PvE. You have to make each character unique and bring something different to a group when you fight together. This does not lend itself to being even in PvP because some classes will be designed to be in a support role. It is more important that every class feels like it brings something special and useful to a group. One on one PvP is over-rated. There will always be one "best" class for it. Group PvP makes things much more interesting...and as long as you are a good player, you should be able to play any class and contribute significantly. If you can't, then there really is a class imbalance.

    --
    Support a great indie game: http://www.abaddon360.com
  23. Is balance really necessary? by Nebulochaotic · · Score: 1

    Balancing character classes in a MMORPG is a quest the designers are doomed to fail, IMHO, but I really believe it is a goal that should not be sought after at all.

    When character balance is usually brought up in a discussion about a game, two factors are used typically to demonstrate imbalance: Solo questing abilities and PVP abilities. If any class has an advantage in either of the two mentioned activites, the game is considered imbalanced. In the name of balance, all character classes are given the same strengths and weaknesses and all classes become warriors differentiated only in their method of kill. However, to me, a healer should not be able to PVP or solo fight as well as a combat class, and in a face-to-face battle, a rouge should lose to a warrior.

    Character classes should define your role within the game. For example healers should exist to heal combatants and have only minor combat skill (and should level through using their main skill -- healing, not through the antithesis of that -- killing). In one on one PVP the Healer might be useless, but any large scale raid would simillarly be weaker by the absense of a healer in their party. By modelling the game this way, all balance issues become trivial and the game play would become much richer with a greater variety of play types.

  24. Nerfing is fine by truffle · · Score: 1

    The only issue with "nerfing" a class is player complaints. That's a valid issue, but from a design perspective there is no problem with reducing the power of an overpowered class.

    Constantly upscaling power causes mudflation, which reduces the impact of player driven self advancement due to an overall "world advancement".

    --

    ---
    I support spreading santorum
  25. MMORPGs cant be everything for everyone by JFKLiberal · · Score: 1

    There are so many competing concerns in the design of any game that I doubt that any MMORPG can ever be perfectly balanced.

    Casual players who maybe play 10 to 15 hours a week, versus hard-core gamers that play 60 hours a week is hard to balance out. Even at the same levels, the hard-core gamers has huge advantages in experience and helping friends, typically. A class could be perfectly balanced in theory but if more popular among hard-core players it may seem to be unbalanced.

    Also, with all the skills, classes, abilities, etc that games have to keep it interesting for hard-core players, the different possible combinations become neraly astronomical. Beta testing just cannot review all these combos and when the hard-core players (who probably know the game better than the developers do after 6 months) find all the little min-maxing tweaks that makes their avatars over-whelming, there is no way you can blame it on the developer for not realizing this ahead of time.

    I think the answer might be to have hidden variables in the game that can adjust things ever so slightly (+-5%, say) and let the success/failure rate of those playing the class automatically adjust this hiden nerf variable down or up without a visible patch.

    The hardcore players will burn through all the newest games and move on; there is no point in trying to balance a game for that 2% of gamers. The design should be for the casual plaeyrs who will stick with the game far longer while the hard-core have moved on long ago.

    But MMORPGS are fun whether totally balanced or not if you just want an immersive escape instead of an alternate ego to justify your miserey in real life, lol.

    1. Re:MMORPGs cant be everything for everyone by EngineeringMarvel · · Score: 1

      You make some very good points and I would like to add that the people you usually see complaining are all the same people. You have been hearing "nerf shamans" probably from the same 1% that just keep saying it over and over in every thread. Add that to the fact that less than half of the WoW players visit the forums regularly on top of the fact that people usually only post to complain. Most of these issues people talk about come directly from the WoW forums and any mature person who isn't an idiot knows that those forums are trolled by immature kids with nothing else to do, but play WoW and post in the forums.

      --
      I couldn't think of anything witty to say, so...you're stuck with this.
    2. Re:MMORPGs cant be everything for everyone by JFKLiberal · · Score: 1

      I agree with your observations, and would like to add that the MMORPG industry is apparently in need of some good market research tools/services that will enable them to get to the real issues and concerns of not just their current players, but of potential players as well.

      Seems odd that an industry in such a data-gathering-friendly environment is not better served in this area.

  26. Balance That Essential? by EngineeringMarvel · · Score: 2, Insightful

    Is having all the classes balanced really that essential? I don't think so. I believe it is important to have most classes well balanced, but having one or two classes that are "weaker" isn't such a bad thing. I personally like a challenge of playing a slightly weaker class. When you beat an opponent with the weaker class, there is a greater since of accomplishment.

    I'll agree that playing against the overpowered class can be frustrating, but it just forces me to do something out of the ordinary to win. People complain about Shamans being overpowered. I agree, they have some advantages, but they aren't big enough to ruin the game. I have a 60 Warrior and I have killed shamans lots of times. Granted, in a duel, I'll only win about 35% of the time, but those wins sure do feel good.

    The problems with the Paladin, Warlock, and Hunter classes is that people are trying to use the class incorrectly. These three classes are very passive/solo classes. Yet people wonder why they don't do well in group settings. This is because the class is meant to be more solo friendly. Problem is, everyone wants every class to be how THEY want it. This is impossible, since some like to solo, some like PvE, some like PvP. If people are so worried about being the best, then simply play the class that suits your needs.

    The only valid complaint people can have I think is that they have already put tons of time into their class and don't want to go back. Well, guess what, people of been complaining about the same stuff since launch. It's the players fault for not doing a little research on a class before putting tons of time into it. I hope they don't nerf any of the classes. I don't want to lose that extra since of accomplishment when I kill a shaman and I enjoy PvE with my Warlock when I get burnt out playing with my warrior.

    --
    I couldn't think of anything witty to say, so...you're stuck with this.
    1. Re:Balance That Essential? by Anonymous Coward · · Score: 0

      There are two factions. Due to class imbalances (and racial abilities) and, of course, level design, Battlegrounds is weighted heavily in favor of the Horde.

      That's why balance is important. If the Horde-only class was not overpowered, this wouldn't be as big an issue. Unfortunately, the Horde is greatly overpowered in the faction-versus-faction Battlegrounds.

      That's why class balance is important, in this case. The highly overpowered Shaman class badly needs to be nerfed to make the two factions balanced. (Along with a ton of other things to make them balanced.)

    2. Re:Balance That Essential? by EngineeringMarvel · · Score: 1

      The highly overpowered Shaman class badly needs to be nerfed to make the two factions balanced.

      This is a very vague statement. You have no examples to back up your theory. You make it sound like Shamans turn the tide of battle, which I have yet to see on my server. On my server, the Alliance are usually winning every time I jump on and the numbers stay pretty even (Horde have a good bit of Shamans too). In CTF, the matches are pretty even and are very back and forth. Maybe you should consider that the Horde on your server are just better players than the Alliance. I'm not gonna claim that the Alliance needs to be nerfed just because we are winning a lot on my server. Comments like yours are the very problem with the forums. People making extremely vague statements with no proof who are "usually" trying to make up for their own lack of skill.

      --
      I couldn't think of anything witty to say, so...you're stuck with this.
    3. Re:Balance That Essential? by startled · · Score: 1

      I believe it is important to have most classes well balanced, but having one or two classes that are "weaker" isn't such a bad thing.

      Agreed. I'm fine with a "hard" mode.

      It's the players fault for not doing a little research on a class before putting tons of time into it.

      See, there's the problem. This is Blizzard. They sell big, mass market titles. You don't buy a Blizzard title with the expectation that you have to read 15 hours of forums and web sites before you play. That requirement should go the way the "read the manual requirement" has already gone in Blizzard games: extinction.

      Furthermore, Blizzard has never stated they want some of their classes to be weaker than others. Quite the opposite, in fact. So if what they're going for is a lack of balance, they're certainly sending mixed messages. The fault appears to be not with the players, but either Blizzard's design or communication.

      If, during character creation, it said "this class is weaker than other classes and harder to play" right in the description, you'd hear no argument from me.

    4. Re:Balance That Essential? by Moraelin · · Score: 1

      "Is having all the classes balanced really that essential?"

      If it were a single player game, or if you only solo, no, it's not essential. The moment you _are_ compared to other players, when every move you make, every breath you take, has is judged as "we should have taken a Class X in the group instead of you", yes, it starts to get pretty damn essential.

      "having one or two classes that are "weaker" isn't such a bad thing. I personally like a challenge of playing a slightly weaker class. When you beat an opponent with the weaker class, there is a greater since of accomplishment."

      For most people it isn't an accomplishment, it's a chore. Not many people want to be still level 20 when all their friends are level 50. Not many people want to see the group break up _again_ because it didn't have the perfect min-maxed mix of perfectly min-maxed characters. Or worse yet to be kicked out of a group _again_ because their class/build is one of the weak ones.

      There's something rather humiliating in being kicked of a group because your character sucks. And it _will_ happen. Happens in CoH daily. "Whaat? You made a Fire tank and didn't take Ice as a secondary? Screw you, I'm outta here." (For those not familiar with CoH, Fire/Ice is the current Flavour Of The Month, because Ice lets you immobilize enemies inside the burn patches/auras/whatever of your Fire primaries.)

      "I'll agree that playing against the overpowered class can be frustrating, but it just forces me to do something out of the ordinary to win."

      Which is a problem in an by itself. Why should I have to do stuff out of the ordinary to survive where other classes just plough through?

      "Granted, in a duel, I'll only win about 35% of the time, but those wins sure do feel good."

      I.e., you're asking people to find fun in losing most of the time. You're also asking them to get wiped out whenever they join a team, because the other members don't want to go only against -2 level enemies that you have a chance against. Maybe you find that fun, but most people don't.

      "These three classes are very passive/solo classes. Yet people wonder why they don't do well in group settings. This is because the class is meant to be more solo friendly."

      Which is a major design failure. No, sorry, there is no need to mince words there: having a sharp distinction between soloer classes/builds and group classes/builds is piss-poor design.

      Noone wants to solo 100% of the time, and noone wants to group 100% of the time. E.g., I mostly group, but there are times when I'd rather solo quickly. E.g., if I play for half an hour before going to work, I don't want to spend 20 minutes gathering a team and then leave it after 10 minutes.

      And conversely I find it annoying when people join my group and leave after 10 minutes, right at a point when we need them. They should bloody solo, if 10 minutes is all the time they have. But no, some stupid game designer saddled them with a class which _can't_ solo.

      Is that distinction even needed? Well, nope. Both Diablo 1 and 2 did a superb job of having classes which were well balanced, diverse enough, and equally enjoyable both to solo and in a group. So why do people still insist in giving players basically a sentence that says "you'll never be able to join a group" or "but you can't ever solo"? Why can't a character do both?

      "It's the players fault for not doing a little research on a class before putting tons of time into it."

      That's funny, I thought it was the vendor who's to blame for bugs, not the buyers.

      Because that's what it is: a fault in some software I bought. A design rather than an implementation bug, yes, but a bug nevertheless.

      So basically that point of view is like saying "Windows buffer overflows are your fault, not Microsoft's. Microsoft shouldn't have to fix them. You should do your own research and find out what ports to block, and what workarounds to do."

      Which, no offense, is getting it all wrong. Yes, I can do my own research to work around bugs and problems, but that does not excuse the ones shoving buggy poorly-tested software out the door. Including, yes, balance bugs.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    5. Re:Balance That Essential? by EngineeringMarvel · · Score: 1

      You make some good points, but what you are expecting is impossible. You are expecting Blizzard to make a game that formats to all YOUR needs. Unfortunately, what you want will conflict with what someone else wants. If your expecting every class to play like you want, then you will always be disappointed. You need to have a reality check before you go off and say something is completely broken. That's the problem, people see one issue and then call the whole game broken.

      I think your analogy with Windows was a poor one, as you are comparing apples and oranges. You appear to be calling a design in WoW that you don't like a "bug." Just because something wasn't designed to your favor doesn't make it a "bug." A better comparison would have been someone trying to decide whether to use Linux or Windows. If this person is a gamer, they better do there research before they decide, otherwise, they will be just like the person who is looking to play an aggressive class in WoW and chooses to play a Paladin. Now is it Linux's fault that a gamer chose to use Linux, and non-gaming platform, to try and play games?

      One thing to remember is that MMORPGs will always be full of teenagers and people with nothing else to do. Teenagers and people with lots of time on their hands have a very easy time of pointing out flaws in things while having no idea how the thing works. I'm an engineer, I know making something 100% efficient is impossible. Anyone that says it is, doesn't understand that "thing" enough to know any better. In this case, WoW has way more good things than bad things. The day that changes, I will just unsubscribe. Remember, you have that choice too. You also have the choice to just complain and never give any good solutions. Personally, I rather give good feedback to help fix the problem. If the money I am paying isn't giving me enough of what I want, I simply stop giving them my money and find a different game to play.

      --
      I couldn't think of anything witty to say, so...you're stuck with this.
    6. Re:Balance That Essential? by Moraelin · · Score: 1

      Wow. Where shall I even start.

      1. Yes, I'm an electrical engineer too, and I have a full time job as a programmer. Won't stop me from calling a bug just that: a bug. If that makes me a teenager with too much time on my hands, so be it.

      2. If it wasn't a bug, it wouldn't be "fixed" by the developpers about twice a month. I do believe that if the class balance in those games were that slanted by design, and working as designed, noone would invest man-hours in fixing it. So basically, sorry, if it's broken enough for the devs to consider it a problem worth fixing, I do believe it's broken enough for me to call it a bug.

      Because in any other piece of software that's what you call a problem in need of a fix: a bug.

      3. No, I didn't call it "completely broken", I called it basically "buggy". I'm pretty sure the world isn't divided neatly into "perfect" and "completely broken". I'm also pretty sure there is no rule that says I can't mention problems in a product unless it's _completely_ broken.

      4. The problem isn't whether the game is designed in my favour or not. If I just wanted the game to be slanted in my favour, I'd play the currently over-powered class and be done with it.

      Which basically seems to be the "research" you propose. Find the ludicriously over-powered class, play that, don't criticize the developpers for creating something that unbalanced to start with.

      What I expect from a game is good design and balance, not "yay, I too can exploit the design bugs". I expect that all classes have a fair chance at soloing, and all classes bring something useful to a group. Not all in the same way, of course, but nevertheless.

      It's been done before, so I'm not asking the impossible. Diablo and Diablo 2 I've already mentioned. AD&D, and the computer games based on it, are another example. You can solo any class in it, and you can be a good member of a group with any class.

      But it gets better: most MUDs (which don't even have a budget to hire celebrity game designers) have nevertheless made a better job of it than most MMOs. You can solo any class, and you can do well in a group as any class. I don't remember _any_ MUD where I was supposed to switch classes to join a group.

      5. The comparison with Linux, heh, it will only hold water if you show me a distro which claims it can play games. Then, yes, I _will_ call it broken if it doesn't.

      Or conversely, I will stop picking on a MMO if it makes clear up front which classes are second class citizens and should be taken only by masochists seeking a challenge. _If_ the class balance is off the hook by design, then put that information right on the character selection screen, and stick to it.

      --
      A polar bear is a cartesian bear after a coordinate transform.
  27. Guild Wars by 100lbHand · · Score: 2, Informative

    As has been pointed out in TFA and some other posts, the problem of class balance shows up when a PvE turns into PvP. EQ, SWG, WoW, DAoC, CoH, et al were designed as PvE games from the start, with class skills designed to mesh together to fight large groups that just stand around and take damage.

    Guild Wars was built from the ground up to be a small team (4v4-8v8v8v8) PvP game, and the classes were designed as such. There is nothing coming close to an uber build GW, there is always an easy counter to a technique. Rangers and Mesmers stop heals and damage spikes from Elementalist and Monks, Warriors hunt down the Rangers/Mesmers, Eles and Warriors damage the Warriors while the Monks try to keep everyone alive.

    Once the PvP was balanced out the same classes were put into the PvE game against enemey MOBs that have the same skills as the players.

    The problem of class balance in other games shows up when a charater spec for PvE is shoehorned into a PvP role where many of their skills end up being either useless or far too powerful.

    Add in Arenanet's commitment to eleminating the grind in any from and weekly patches to cut down on farming and exploits of the PvE game while maintaining an even playing field in PvP and you have a winner.

    A good PvP game can be a good PvE game as well, but a PvE game can never do PvP fairly.

    Now go join my guild, The Lazy Eights [LZY], in game name Sinderalla Ocool.

    --
    "I'm not high, just stupid" --JY
  28. My Take on WoW by aws4y · · Score: 1

    I am a warlock, just putting that out there.

    The fact of the matter is that WoW is innovative. Simple classes, a clean interface (or a dirty one if you want it), What is essentially a battelfield mode cleanly executed. It is a marvel of a game.

    And it will never last.

    Why?

    Because of this issue. The fact is that this is the one area where Blizzard has not chosen to break with tradition. To swing the nerf bat is too simple a solution to a complex problem. The devs over at blizzard have clearly lost sight of the fact that the more frustrating an MMORPG is, the less people are going to want to play it.

    As it stands right now, the vast majority of players in WoW are rogues, or on the horde side Shaman. This is only going to get worse as other classes are ignored, then blizzard like the idiots at SWG are going to nerf the most popular classes in a bid to remain legitimate to users like myself, and presto the user base evaporates. Next come stupid commercialls featuring "real people" who play SW^h^h^h I mean WoW.

    All MMO games follow the same curve, and its unfortunate since one of the posters here was correct in stating that the best way to bring down an overpowered class is to give a counter skill to an underpowered one.

    --
    Did Glenn Beck rape and kill a girl in 1990? gb1990.com
  29. Baby steps by Ritorix · · Score: 1

    That is the key - class balance changes need to be taken carefully. Sweeping changes in a single update are poor form, balance changes should be gradual and monitored for effect. It is far better to make frequent, small tweaks in the direction of balance than to make one large update.

    The biggest offenders are new expansions, and the resulting mudflation. These are typically lightly tested at the endgame level of play, and are released to live games to cause havoc. An current example would be Blackwing Lair for WoW, which is not being publically tested. This limits testing to the dev team, which is too small a test set to find all serious issues. Major post-launch changes are inevitable. Daoc's ToA expansion also comes to mind as falling into the same trap.

  30. Learn from MUDs by stlhawkeye · · Score: 2, Insightful
    Anybody who designed a pvp mud knows how this works.

    1. Make small, incremental changes, and measure the effects for a few weeks before determining if they've solved any problems.

    2. Don't listen to the loudest and most frequent complainsers. It's the guy who never says anything and then one day pens a detialed analysis of your classes who is most likely to have some good insight.

    3. Play your classes yourself and understand what your players are bitching about.

    4. Understanding that somebody is ALWAYS going to be bitching about class balance, and just beacuse people are still bitching doesn't mean it's not well-balanced.

    5. Classes and zones you design early on tend to be much less powerful (and the zones much more difficult) than those that are designed late in the process. Your early classes tend to be moderately powerful with strong checks and balances in their best abilities. The later work tends to be moderately powerful but without the checks and balances. Just look at Warlocks in WoW, compared with Paladins or Shamans. Look at any game, really, and how many of the add-on classes or races were MUCH MUCH better than the stock stuff? They have to be. If they're not any better, nobody buys the expansion to play them.

    6. That leads me to my next point - you want to keep classes balanced, look at races. In a perfect game, you'd have 1 race. Barring that, races with minor stat variations and a few tricks, but no major differences are key.

    7. Design the game (the mechanics, the zones, the quests, etc) with your classes in mind and then DO NOT ADD CLASSES. The new classes invariably will rip through the "old world" and only be challenged in the new zones designed with that class in mind. I think my #1 advice to any MMORPG is to never add additional classes beyond your starting crop. I'm sure people will point out countless examples of this being done successfully, but I think it's a major disaster waiting to happen most of the time.

    8. Even better than all this - DON'T HAVE CLASSES in the first place.

    --
    "I have never won a debate with an ignorant person." -Ali ibn Abi Talib
    1. Re:Learn from MUDs by liquiddark · · Score: 1

      CoH tried the no-classes thing. It lead to a lot of gimped characters making it through the creation process. In a commercial product, that's not acceptable.

  31. whining warlocks. by Mandrake · · Score: 2, Insightful

    As a rogue, all I have to say is that he should be putting up his freakin paranoia pet and dotting folks and casting hellfire on a whim. rogues would stay away from him. I certainly would. It's that whole thing: would I rather kill the easy target or the hard target. with his paranoia pet and random pbae attacks I'd rather go for the shaman over near him. Also I'm not sure why he keeps saying shaman rule the BG: I rarely think twice before killing a shaman. easy target.

    --
    Geoff "Mandrake" Harrison
    Some Random UI Hacker
    1. Re:whining warlocks. by agrounds · · Score: 1

      a) Paranoia was broken two patches ago. (at least) Still not fixed to where it was, and requires a Felhunter to be out which no warlock in his right mind is going to be using for PVE since we need damage or tanking and not debuffs and mana drains. Sorry to break it to you. That is the reason you see the Voidwalkers, Imps, and Sucubii instead of the Felhunter.
      b) Hellfire actually hits the warlock for damage as well as any close targets.

      When I am on my warlock, the last thing I want to do when I suspect a rogue in the area is to damage myself. I think you mean Rain of Fire here, which is a channeled Area of Effect spell. The area is very small though and would only catch the rogue as he was already close enough to ambush anyway.

      I know the rogue-mains like to pretend they are not overpowered, but as a player that has played every class in the game now but shamans (including my own rogue instance/cash farmer), I can say without reservation that rogues have incredible DPS and more escape mechanisms than is needed. When I play my rogue, I enjoy it as much as you obviously do, so this is not an insult or a complaint. I'm just setting the facts down so you see the other side of the fence.

    2. Re:whining warlocks. by Anonymous Coward · · Score: 0

      Learn to play your class, whinelock.

      Felhunter is easily the best pet out of all the warlock pets. You have no reason to not have the Felhunter out for PvE or PvP. The only other pets to use are the Imp or Succubus in instances - Imp in general, Succubus for CC in the instances where that applies.

      Paranoia works fine - annoyingly well, in fact, considering it takes away the class-defining Rogue ability. (Then again, since they handed out the Hunter class-defining ability to casters, I suppose crap like that can be expected.)

      Not to mention warlocks are insanely hard to kill since they have that overpowered ability that makes them share their HP with their pet (that's due for a nerf). Survive the initial stun and ambush, and it's GG Rogue, please enjoy your trip back from the graveyard. Well-played warlocks are plenty strong against Rogues. Poor ones whine about them on forums.

    3. Re:whining warlocks. by agrounds · · Score: 1

      Typical 'omgnoob' reponse. At least have the decency to post from your account.

      The particular ability that you are (humorously enough, given your condescending tone) whining about yourself happens to be a 31pt talent in the demonology line. This is a line that most warlocks do not spec past Improved Imp and Demonic Embrace since it is largely a waste of points outside of PVE. I don't know what server you play on, but I am betting it is not a PVP server. My first character ever was a warlock, and despite server moves and faction changes, I have always carried a warlock in my arsenal. I have survived more nerfs than any other class out there with the possible exception of hunters and still keep on trucking with not a single complaint in the WOW forums. Because.....
      You see, and this really is the rub, you can choose to roll any class you like that is available for your faction. There is no limit to the number of characters you can play. So, if I was really complaining about my class being weaker than another class in all respects, what would stop me (or you) from rolling one of those??

      Regardless, I never said "omg teh warlocks r gimpd!!1" If you read my post again instead of responding in a typical immature kneejerk fashion, you'll see that I was posting answers to the parent about why more locks don't run with their Felhunters and spam Hellfire periodically. You'll also notice that I mentioned that I play a rogue myself, among the many other characters I have and play daily.

      Please post constructively or not at all. The kiddie forums are available to you at http://www.worldofwarcraft.com/ if you want to post more 'learn to play your class' business. You will have more company and sympathy there.

    4. Re:whining warlocks. by Anonymous Coward · · Score: 0

      Regardless, I never said "omg teh warlocks r gimpd!!1"

      Really?

      I have survived more nerfs than any other class out there with the possible exception of hunters and still keep on trucking

      That's not whining about being gimped?

      I know the rogue-mains like to pretend they are not overpowered,

      Hmm - seems to me like you're another whinelock complaining about how the evil Scissors to your Paper managed to kill you yet again. How evil.

      Besides, as I pointed out, there's no good reason for a warlock not to be using a Felhunter. Most warlocks I know say that Felhunters are better at keeping aggro then the other pets anyway, and are therefore more useful in PvE.

      And your reason why not using Hellfire is wrong. Hellfire takes about a quarter of the warlock's mana, that's why no one in their right mind uses it randomly.

      As I'm sure you know, Demonology specced warlocks are godly in PvP. Warlocks were godly in PvP back when the game was released. The nerfs have balanced them with every other class. If you don't agree with that, then you're just a whinelock whining about how evil Blizzard is.

      (And I can't post from my account, I've already moderated this thread. Be glad I haven't slapped an Overrated on your whiny post and instead debunked it.)

    5. Re:whining warlocks. by WreathOfBarbs · · Score: 1

      Besides, as I pointed out, there's no good reason for a warlock not to be using a Felhunter. Most warlocks I know say that Felhunters are better at keeping aggro then the other pets anyway, and are therefore more useful in PvE

      Idiot this was an exploit that was fixed. You can no longer spam paranioa to keep aggro on your pet. It's not what Felhunters were intended for and thankfully has been corrected. Now explain again why a Felhunter is superior in PvE?

      As I'm sure you know, Demonology specced warlocks are godly in PvP. Warlocks were godly in PvP back when the game was released. The nerfs have balanced them with every other class. If you don't agree with that, then you're just a whinelock whining about how evil Blizzard is.

      Warlocks have one viable spec in PvP then, so show me where Rogues can only be successful in PvP if they follow one talent spec to the top. Warlocks are finally getting some adjustments to make up for the loss of critical abilities in PvP, but it would be nice if they weren't all in the Demonology tree.

      Thanks again for posting, Mr. Undead Rogue #764284924

    6. Re:whining warlocks. by Mandrake · · Score: 1

      actually, as far as rogues go there's pretty much only the 21/8/22 spec if you want to be viable at pvp. that keeps you from getting a lot of the useful skills unless you decide to go down the sword rogue path. And the other responses are not from me, just the first. And for the record I'm not undead.

      --
      Geoff "Mandrake" Harrison
      Some Random UI Hacker
    7. Re:whining warlocks. by WreathOfBarbs · · Score: 1

      I have seen quite a few sword and mace rogues on my server (Icecrown). So there must be some flexibilty in strategy and talent build there. My comments were mainly aimed at the AC poster in any case. But I do play an Alliance Warlock and I don't really appreciate the Whinelock comment coming from people who haven't played the class to 60. I have played one since open beta, and while I find the constant weakening of our abilities frustrating, I can understand the reasoning behind them. On the flip side until this last patch there was very little attention payed to the fact that the changes hurt Warlocks survivability on a PvP server dramatically unless they had one specific talent at the top of a specific tree. Makes me glad I chose a PvE server.

  32. Um... by MotherInferior · · Score: 1

    How is it a lost art, when it's never been done before?

  33. Balancing? WTF? by pclminion · · Score: 1
    Why even play the game if everything is "balanced?"

    The balancing force should be the PLAYER. The real world isn't balanced for our enjoyment, yet people thrive in it. This is due to intelligence and creativity. As long as sufficiency flexibility, and the ability to act creatively is provided to the players, they will balance the game all by themselves.

    There are some game aspects (in poorly designed games) which are out-and-out unfair, which usually involve making some usually-limited resource unlimited to a particular class of players, but as long as these gross imbalances are corrected, the smaller things will all work themselves out. In fact, having a few things off-kilter can lead to fantastically creative solutions to basic problems which are far more fun to play out than if the answer had been simply, "Make sure you get weapon XYZ, that will balance you again class Foo."

    1. Re:Balancing? WTF? by Boronx · · Score: 1

      It's because these games are structured in a rigid, proscribed fashion. This is partly on purpose because the revenue model depends upon providing a consistant service to the customer, but also because adding in some dyanmism is hard, or at least hard to understand.

  34. An opinion by Kialie · · Score: 1

    Although there are a great number of Shamans floating around in WoW there are certainly more Mages then one initially expects on the horde side as proven by BG. There are a number of rogues for the Alliance but all in all at least on my server the classes are pretty evenly mixed for Alliance. As far as Blizzard need ing to swing the nerf bat on any clas I think it's ridiculous. There are ways to beat every other class in the game in PvP if you take the time to learn what works and pay attention to what the other player does. Watch for a warrior to change stance, a hunter to lay traps, interrupt a mage, druid or priest from casting, fear a palladin, dot a rogue to keep them from vanishing, break down the totems of a Shaman, if a hunter hits really hard at range then get within their melee range; if opposite then stay at range and hit with everything you have when they die the pet goes poof, for a warlock pay attention to what pet they have out. It's not that hard to beat another class in WoW you just need to know the best way to fight each one. The best way to do it though is to actually work as a team which the game was designed to do. The Alliance would win more often if they worked together instead of whining abouut which class is more over powered and not taking the time to figure out all the nice tactics that you already have to go up against every class out there. The game is meant to be a challenge for the single player, that's why you have guilds, that's why you have raids. Take the time to talk to someone who has a different character then you and they'll tell you what the weakness for thier class is. Even Shamen say that their toons suck and some other class needs to get nerfed because they are overpowered. A little bit of patience can go a long way in this game.

    --
    "If it makes me giggle for longer then 15 seconds I am to assume that I am not allowed to do it."
  35. Have no classes by Hythlodaeus · · Score: 1

    The solution to class balance is to have no classes. Instead have a large array of abilities that can be combined arbitrarily. Or even better, eliminate character statistics entirely and base gameplay on player skill. However since this isn't what the market leaders (WoW and EQ do) no other company would dare to break the mold.

    --
    For great justice.
    1. Re:Have no classes by Aboo · · Score: 1

      This mold was made and then broken years ago by Ultima Online. And it's been done and re-done since. Gamers don't like seeing their own faults so glaringly. They want it to be easy.... so they've made it easy, and as we all know. That's boring.

  36. Re:The REAL Lost Art: Basic Research by DerWulf · · Score: 1

    Thing is, Rogues being uber in PvP and useless in PvE hurts everyone. Why not make the rogue lose their share of PvP encounters and make them useful in PVE at the same time? (Not a rogue, but a paladin)

    --

    ___
    No power in the 'verse can stop me
  37. new game died before going into beta... by Anonymous Coward · · Score: 0

    Rock-Paper-Scissors

    from a log file from one of the players (who was playing a Scissors class) that was talking to a GM....

    Player Scissors: Na I dont have a problem at all with the Paper class but the Rock class Deffentily needs a nerf/

  38. Most game designers just don't understand RPG's by Banner · · Score: 3, Informative

    It's that simple.

    A long long time ago there was a game system called Chivalry and Sorcery, whose greatest contribution to the gaming world was an essay called 'The Ecology of Monsters'. This is required reading for anyone who is going to do game design (along with 'Drop the Rock').

    What it comes down to is this: If your creature/character is all powerful, then why hasn't it taken over the eco-system/world and killed off everything else? All Monsters/Races/Classes MUST have an Achillies heel. They MUST have weak spots, they MUST be able to be killed. They must have some natural enemy.

    In WOW we have Shamans who are really over powered. Compared to the Alliance side actually, all of the Horde is more powerful (which according to rumor is because all the dev's play Horde and not Alliance - why am I not surprised?). The way to have really balanced the game out would be to make Shamans and Paladins equally powerful as group leaders (but in subtlely different ways) and then make one of the weaker classes the bane of these more powerful characters. That would of course encourage folks to play those less powerful classes.

    And of course the REAL answer to these problems is to make your DM's actually DM!! That's what they're being paid for right? TO WORK? The DM's in WOW are spectators and stink. When there is a terrible imbalance in the game the DM's are supposed to go out there and deal with it in real time. That's their job! Every good gamer knows that. A multitude of game mechanic sins can easily be handled by a good DM who gets out there and 'Deus Ex Machina's a little balance into the game.

    There will probably never be a perfect MMORPG, but that doesn't bother me. I'm there for the game, to have fun, not to rape the rules. Adults have all learned that life isn't fair so they don't mind games that aren't exactly 'balanced', as long as the games are fun!. And that is far more important than 'Balance' will ever be.

    1. Re:Most game designers just don't understand RPG's by Anonymous Coward · · Score: 0

      It never fails to amaze me just how much people complain about MMORPGs, and how they struggle to see some bias in the developers. Apparently, the majority of Slashdot plays for the Alliance, but as someone who plays on the Horde side of things, it's pretty funny to see that both sides have the exact same complaints.

      Things like:

      "Compared to the Alliance side actually, all of the Horde is more powerful (which according to rumor is because all the dev's play Horde and not Alliance - why am I not surprised?)."

      are commonly echoed on the opposing side. It's just a matter of viewpoint. People are always looking for a reason why they lose, rather than just dealing with it. Statements such as the above are just ridiculous.

      It's basically just a case of the grass always being greener. Sure, things need balancing. I play on the Horde side, and agree that Shamans need a nerf. Before that nerf, though, I'd like to see a lot of other classes get some attention. Paladins, druids, warlocks, and hunters all need a lot of love first.

      SWG is just as ridiculous, only it's by design now. The game has basically become a Jedi spawning ground. Jedi are easier to find than Doctors with things as they stand. SOE is tailoring more and more content to make things easier and easier for Jedi, who still complain about how bad they have it.

      No matter how hard you try for balance, though, there's always going to be an uber-template, and people are always going to try for it.

    2. Re:Most game designers just don't understand RPG's by Anonymous Coward · · Score: 0

      I love how you imply that the Horde isn't heavily favored, and then admit that it is.

      Imbalances:
      Travel: Horde can make it to anywhere with two hops from Orgrimmar. Alliance has no hub where anywhere is two hops away. (Zepplin counts as a hop.)

      Racial Abilities: Will of the Forsaken, Warstomp, Hardiness. Trolls get screwed, though, but all the other three races get abilities that screw over a class.

      PvP Territory: Horde can stay in Horde territory until level 45. Alliance has to leave Alliance territory at level 20. Likewise, several "neutral" instances are in Horde territory, requiring Alliance to run through Horde territory.

      Classes: Shamans are incredibly overpowered. They're a melee/caster/healer mix. Those are always a terrible, terrible idea in any class-based MMORPG. Balancing out that mistake is going to be nigh-impossible. They're also Horde only.

      Battlegrounds: The Alterac Valley Battleground heavily favors the Horde. Horde start with three "graveyards", Alliance start with two. Alliance base has a single bridge to stop incoming attackers, Horde base has three choke points, all covered with NPC archers from towers. Not to mention that the Horde "elemental" boss is very buggy and frequently bugs to full health and becomes impossible to hit. (Of course, he can still hit Alliance while doing this.)

      The sides are horrendously imbalanced in favor of the Horde.

    3. Re:Most game designers just don't understand RPG's by Anonymous Coward · · Score: 0
      Travel: Horde can make it to anywhere with two hops from Orgrimmar. Alliance has no hub where anywhere is two hops away. (Zepplin counts as a hop.)
      Have you ever actually taken the Undercity to Kargath flight? And are you also aware that to get to Kargath you have to ride through one Alliance territory zone and one Alliance-dominated contested zone, and to get to Stonard you have to ride practically straight through Darkshire?

      Also, Onyxia, Blackrock Mountain, Scholomance, and Alterac Valley are both two hops from Ironforge, last I checked. Warsong Gulch is three hops from Ironforge, and I'm not quite sure but Stratholme might also be three hops away... is that what you're referring to? Because honestly up to that point it doesn't matter.

      Racial Abilities: Will of the Forsaken, Warstomp, Hardiness. Trolls get screwed, though, but all the other three races get abilities that screw over a class.
      Oh, you mean like Stoneform and Perception? And I'm not even going to go into Shadowmeld...

      PvP Territory: Horde can stay in Horde territory until level 45. Alliance has to leave Alliance territory at level 20. Likewise, several "neutral" instances are in Horde territory, requiring Alliance to run through Horde territory.
      Uh, good luck getting to 45 without leaving the Barrens. 25 I might give you. After that it's all contested. By counterpoint, Alliance have three 10-20 zones, and three 20-30 zones where Horde players have little to no reason to ever go there.

      Classes: Shamans are incredibly overpowered. They're a melee/caster/healer mix. Those are always a terrible, terrible idea in any class-based MMORPG. Balancing out that mistake is going to be nigh-impossible. They're also Horde only.
      They also suck at all of them and burn mana like it's going out of style. On the other hand, we have paladins, whose main ability is to not die ever. And given the current endgame itemization patterns, paladins have a lot more to gain than shamans. (Shaman DPS isn't nearly as dependant on their melee weapon.)

      Not to mention that the Horde "elemental" boss is very buggy and frequently bugs to full health and becomes impossible to hit. (Of course, he can still hit Alliance while doing this.)
      So does Magni Bronzebeard. Your point?
    4. Re:Most game designers just don't understand RPG's by Anonymous Coward · · Score: 0

      Don't even bother arguing about travel. Alliance has to pass through a Contested zone soley to travel between continents. Horde does not.

      Also, Onyxia, Blackrock Mountain, Scholomance, and Alterac Valley are both two hops from Ironforge, last I checked. Warsong Gulch is three hops from Ironforge, and I'm not quite sure but Stratholme might also be three hops away... is that what you're referring to? Because honestly up to that point it doesn't matter.

      Onyxia is one hop from Orgrimmar. Warsong Gulch is one hop from Orgrimmar. In other words, a couple of Horde places are equally annoying to get to - everything else is easier.

      Oh, you mean like Stoneform and Perception? And I'm not even going to go into Shadowmeld...

      You can't be serious. Stoneform has a rather large penalty in the form of a 70% reduction in movement. Perception requires you expect a stealthed player to be near you for 20 seconds, every 2 minutes. Of course the rogue will just wait out those 20 seconds if he catches you using it. Not to mention that the warlock's Paranoia aura is effectively an always-on Perception and is available to both sides. Shadowmeld allows a Night Elf to use a poor stealth that most players can easily see through in a single location. They can't move from that spot.

      WoTF provides complete immunity to crowd control measures, breaking existing ones, with no penalty for 20 seconds. Hardiness makes Orcs resist most stun attempts, and is always active. Warstomp is an AOE stun. See the difference? No penalties.

      There's no way I'm going to list why Paladins are gimp and Shamans are over powered, but suffice it to say that it's been gone over so many times that it really goes without saying.

      So does Magni Bronzebeard. Your point?

      Why would any horde kill Magni Bronzebeard when they could instead play in Battlegrounds for much more honor?

      Battlegrounds is unbalanced in favor of the Horde, and that needs to be fixed.

    5. Re:Most game designers just don't understand RPG's by Anonymous Coward · · Score: 0
      Onyxia is one hop from Orgrimmar. Warsong Gulch is one hop from Orgrimmar. In other words, a couple of Horde places are equally annoying to get to - everything else is easier.
      Although actually, considering the length of the Orgrimmar to Brackenwall FP, it might be faster to get there from Ironforge... but I digress. You're overstating the problem tremendously.

      You can't be serious. Stoneform has a rather large penalty in the form of a 70% reduction in movement.
      I'd trade that for being able to remove those debuffs, especially as a rogue. Dwarves and gnomes also have the implicit class advantage of small size (especially compared to, say, tauren).

      Perception requires you expect a stealthed player to be near you for 20 seconds, every 2 minutes. Of course the rogue will just wait out those 20 seconds if he catches you using it.
      That's a nice big if. And if you're a class without a DoT, burning it mid-battle makes the rogue unable to vanish and get away.

      Not to mention that the warlock's Paranoia aura is effectively an always-on Perception and is available to both sides.
      Fear Ward. Ever heard of it?

      Shadowmeld allows a Night Elf to use a poor stealth that most players can easily see through in a single location. They can't move from that spot.
      But they can start casting while they're there. Prime example: NE hunter one-hits random caster with Aimed Shot. He didn't even see it coming.

      WoTF provides complete immunity to crowd control measures, breaking existing ones, with no penalty for 20 seconds.
      Fear, Sleep, and Charm... in other words, warlocks and priests. All other CC works perfectly fine.

      Hardiness makes Orcs resist most stun attempts, and is always active.
      25%. More fuzzy math.

      Warstomp is an AOE stun.
      ...on a 1.5s cast, which lasts 2s. If you're an engineer you already have a better stun than tauren do. You'll notice I didn't mention Escape Artist because I'm well aware it sucks because it too has a cast time.

      There's no way I'm going to list why Paladins are gimp and Shamans are over powered, but suffice it to say that it's been gone over so many times that it really goes without saying.
      No, really, please elaborate. How is a plate-wearing class with an invulnerability shield, an occasional full heal, near-immunity to all types of debuffs (for them and their party), and any number of party buffs horribly gimped, and a mail-wearing class with buffs that can be destroyed by the slightest touch, high mana cost ranged nukes, and a dispel that only works on enemies horribly overpowered?

      Why would any horde kill Magni Bronzebeard when they could instead play in Battlegrounds for much more honor?
      Killing faction leaders isn't really about the honor; it's about 400 per raid member in a full raid, plus a couple gold each. But as a statement of your faction's dominance, there's not much more of a statement that can be made than waltzing into the main capital and taking down the faction boss. (Oh, wait, you're Alliance, you waltz in the WIDE OPEN BACK DOORS in the Horde capitals and take down the faction bosses.)
    6. Re:Most game designers just don't understand RPG's by aphexbrett · · Score: 0, Troll

      Shaman are not over powered, read this. Since this story has become essentially an extension of the blizz forms I will reply properly: STFU if you think Shaman are overpowered, you're obviously a n00b and have no idea how to get around our omgwtfuber frost shock. =D

    7. Re:Most game designers just don't understand RPG's by truffle · · Score: 1

      Where can I read these essays?

      Please email links to my gmail account

      Which begins with "truffle@"

      --

      ---
      I support spreading santorum
    8. Re:Most game designers just don't understand RPG's by Banner · · Score: 1

      Noob? No, but I think I know what you are. I've been playing the game since it came out. Shaman's are the most powerful class there is. And for every whine in your WOW post, I can think of several matching ones (and then some) for each of the other classes.

      Blizzard's attempts at fixing the inequalities haven't been the best IMHO.

      And I brought up Blizzard cause that is the game that most people these days are most familar with, because it's new.

    9. Re:Most game designers just don't understand RPG's by Banner · · Score: 1

      Beats me, they predate the internet by at least a decade. Someone may have put them online, try doing a title search. That or look for the old C&S source books. They only had a few.

    10. Re:Most game designers just don't understand RPG's by nekoes · · Score: 1

      I really don't think you have any clue what the hell you're even talking about.

      First of all, the Game Masters (commenly known as a GM) are there to handle ingame social issues and bugs. Believe it or not, they don't have any part in balancing the gameplay. They can repop a bugged mob for you, or tell you to delete your interface folder. They really don't have any power over that. Are you suggesting that the GMs in wow be the ones that balance the game?

      Also, having played both sides I can say with authority that "the entire horde side" is not overpowered. If anything the developers spent more time designing and implimenting the Alliance continent and quests. Your crazy theory that the faction itself is overpowered is baseless. While most servers have an acceptable (read close enough to 1:1) ratio for Alliance:Horde, the only reason anyone would ever come to this conclusion is if they played on Mal'Ganis (or should i say mal'goonis, am i rite?).

      Other than that, the only difference between the two factions are the two faction specific classes. While I'd love to feel for the Paladins, they have one small advantage over the rest of the classes: survivability. With skills popped, they have pretty much 3 health bars, not to mention potions, that allows them to last quite a while, on top of semi-uninterruptable heals. Now they're definately not going to be soloing a shaman (lawl) any time soon, but they still get by. Every time I end up in a battle with a paladin on my Horde characters, I have to pray that a level 60 won't roll by and answer his cries for help.

      The only thing that you seem to understand is that the shaman class is a bit overpowered, and probably overplayed. Unfortunately, even though they are a bit better in some aspects than the other hybrid classes, they are not grossly unbalanced. A rogue with the jump can generally take out a shaman (and good rogues will always have the jump). The entire game could use a bit of balancing.

      The only class I really feel for is the Hunter, who is really only half finished and with 2 worthless skill trees. Hunters also have to deal with a huge deadzone (where no damage can be dealt), and a near worthless pet (at least for pvp).

      Anyway, even with all the game's flaws, it's still an incredibly fun game, and possibly the best MMO out on the market today.

      --
      Hey, it's my OPINION that dogs have eight legs and make a sound like a car horn every time they take a piss.
    11. Re:Most game designers just don't understand RPG's by Banner · · Score: 1

      No, you're not right. Not on any of it. And I was pointing out the current rumor, and that I was not surprised by what it claimed.

      I also did not claim or say that the 'entire horde side was overpowered'. Just that you go up levels faster in horde than in alliance.

      GM's (or DM's, whatever) historically in RPGs are not supposed to only handle social issues. They are to help solve issues with game mechanics as well. I can see you have not had much experience with RPGs. In WOW they only deal with some social issues (they don't deal with anything else, even though they have the power to, they used to but now are either not allowed to or just refuse. At this point they serve no purpose in the game).

      I find it funny that you talk about how you regularly kill Paladins if you get them one on one with 'all of your horde characters' and they will only survive if some 'lvl60 comes along to help.' If that isn't an indictment of Paladins being underpowered (they are supposed to be the alliance's equivilent of a Shaman) I don't know what is.

      I've never said shaman's should be nerfed btw, just that the other classes should be fixed.

      And yes, the Hunter class has been royally screwed since the begining and will remain so.

      And good Rogues travel in packs and never ever go one on one with anybody.

    12. Re:Most game designers just don't understand RPG's by nekoes · · Score: 1

      "No, you're not right. Not on any of it."
      "And yes, the Hunter class has been royally screwed since the begining and will remain so."

      So am I not right about the hunter class, or am I right about the hunter class? It looks like by the time you finish typing one thing, you've forgotten what you've typed!

      "I also did not claim or say that the 'entire horde side was overpowered'."

      Well, actually you did.
      "Compared to the Alliance side actually, all of the Horde is more powerful"

      I'm sorry, but your whole arguing both sides of the argument isn't really working out.

      But really, it's quite obvious that this must be your first MMORPG. It's quite a common misconception on slashdot that these games have something to do with RPG's past a d20 style ruleset. It's a truth that all the successful MMORPGs of the past 7 or 8 years have had nothing to do with Roleplaying. Considering this trend, and assuming you've played one of these games before WoW (EQ, AC, AC2, DAoC, AO, FFXI, UO) you'd understand that none of them have ever had true "Dungeon Masters" (in the sense of the PnP RPGs). Why would WoW be any different? How would giving these unpaid players the power to mess with game mechanics be in any way helpful? The current design of MMO style games just doesn't allow for them to have those kind of powers. Giving them those powers would no doubt cause more problems than they would solve. However, like in every other MMO game out there, serve the purpose to help players out with social issues.

      Even you seem confused on this where you state how "In WOW they only deal with some social issues" but go on to say that "At this point they serve no purpose in the game". However as I said earlier, they "are there to handle ingame social issues and bugs. [...] They can repop a bugged mob for you, or tell you to delete your interface folder." (Which I will vouch for, they're good at that.)

      They're far from worthless, but the GMs in WoW are exactly how they were in every other MMO I've played, and since WoW is an MMO, I expect nothing more of them. I especially don't expect them to balance the game.

      "I find it funny that you talk about how you regularly kill Paladins if you get them one on one with 'all of your horde characters' and they will only survive if some 'lvl60 comes along to help.' If that isn't an indictment of Paladins being underpowered (they are supposed to be the alliance's equivilent of a Shaman) I don't know what is."

      Let's go ahead and take a look at what I did say, since you seem to have not read my post.

      "Other than that, the only difference between the two factions are the two faction specific classes. While I'd love to feel for the Paladins, they have one small advantage over the rest of the classes: survivability. With skills popped, they have pretty much 3 health bars, not to mention potions, that allows them to last quite a while, on top of semi-uninterruptable heals."

      I haven't said anything about killing paladins up and down with all my horde characters yet. However, I did point out the fact that they are the class with the most survivability in the game. What I didn't mention is that they wear plate and shamans only wear mail. Adding to their forte, surviving.

      Nowhere is it stated by Blizzard that the Paladin is "supposed to be the alliance's equivilent of a Shaman" as you said. Considering the design of the game, I would figure you'd understand that classes must be different for there to be a class system at all. Blizzard just gave the Alliance faction an extra hybrid/tank class, and the Horde faction an extra hybrid/dps class. While I'll go ahead and say (like I already have... but you weren't paying any attention) "the shaman class is a bit overpowered, and probably overplayed. Unfortunately, even though they are a bit better in some aspects than the other hybrid classes, they are not grossly unbalanced." I don't fe

      --
      Hey, it's my OPINION that dogs have eight legs and make a sound like a car horn every time they take a piss.
  39. Sounds like HE cant play HIS CLASS by h0ts4uc3 · · Score: 1

    The author of the article sounds just a wee bit too whiny to me, making a peristant effort to pick on rogues, obviously he plays a caster type (warlock perhaps?), if he just knew how to play his class he could stop being a baby. I have a lv 47 rogue and warlocks my level always whip my ass, I have a mage too....and guess what?...I dont play him like a rogue. I think blizzard has done a damn fine job with classes in wow, the hunters need a bit more work and shamans need ultra mega nerf bat but hey,..nothings perfect. On a sidenote about classes in general, there is no such thing as perfection, perfect balance cannot be found in an online realm of 800,000 nerds playing fantasy characters, so get over it and make the best of your pay to play experience. /bow

  40. Lies. by DoctaWatson · · Score: 1

    1) Shadow Priests are excellent in PvP, but FAR from useless in PvE. It's ignorant for you to assume that because they can nuke well that they are no longer capable healers. In fact, all "Solo PvP Specs" are quite viable in group PvE, just not min/maxed for the task. On the other hand, a character that is min/maxed for PvE is usually quite gimped in PvP.

    2) The other healers in WoW are all excellent PvP classes: Druid, Shaman and Paladin. They all have strengths in both PvP and PvE.

    3) As others have stated, the Fear and Seduction nerfs ONLY applied to PvP- not PvE.

    WoW is extremely well balanced- both in PvP and PvE. With some small exceptions, every class has a rock>scissors>paper counter with a system that allows exceptional player skill to overcome that pecking order.

    1. Re:Lies. by Nytewynd · · Score: 1

      I like the rock, paper, scissors chain actually. That's a good design decision for class based games.

      1) Shadow priests are not useless in PvE, but clearly they are less useful than one specced for healing. On a Molten Core raid, you NEED healers that can keep a tank alive while they are getting the beat down of their lives. A shadow priest is not necessarily good enough for that role. I know that PvE builds gimp you for PvP. That is the point of my original post. I am a warlock built for PvE. I suck at PvP, but that's ok with me since I don't do it much anyway.

      2) Paladins live forever in PvP, but they are hardly excellent at it. They can't kill anything else. They can merely survive, heal and rez others. Shaman are completely overpowered in the BG but I am not horde, so I don't know about them in PvE. I don't know much about Druids in PvP either.

      3)My bad. It seems like fear and seduction both work less often on mobs. I do know that those nerfs killed me in PvP. I used to be able to win about 50% of the time if not more. Now I can't do much of anything. I can't take hits very well, and my casting times are slow. My curses are nice if they run their course, but I can easily be dead in the 30 seconds it takes them to do full damage. Also, the new trinkets the instantly remove fear are great for me.

      I would say that WoW is very well balanced in PvE. No class is useless, and there are many combinations of classes that work in a 5 man instance. I am not so sure about PvP though. I guess it is about as good as possible, but there are clearly some classes that win more than others.

      --
      /. ++
  41. Misinformed. by DoctaWatson · · Score: 1

    1. Paladins have the best survivability of any class in the game. Unfortunately for them, WoW is a game that doesn't penalize dying at all. Three months ago Paladins were widely considered the most overpowered class in the game, until a bug fix significantly impacted the reliability of their DPS. Since then they're still capable of some of the highest burst damage in the game if they get lucky and everything Procs and Crits at the same time, but that's rare.

    Your little side comment about Priests is a bad comparison, because Shadow Priests are indeed a DPS class, a tradeoff being made for Priests' low survivability.

    2. Warlocks can get soulshards in PvP as of last weeks patch. Blizzard has stated that they are analyzing the idea of having a shard bag or stackable shards.

    3. The hunter dead zone only means they can't use their ranged abilities in melee combat. They're still capable of using their melee abilities and pet DPS and are the best equipped class for kiting and keeping other classes outside of their "dead zone". From another point of view, all melee classes have a "dead zone" outside of their melee range.

    4. Stoneform, Shadowmeld and Perception are all exquisitely useful abilities, depending on the situation. Escape Artist should be instant and WoTF and Warstomp need longer cooldowns, but other than that the Horde/Alliance racial abilities are very well balanced.

    5. You're obviously ignoring the huge improvements made to the Druid and Warrior classes over the past few months. Mages have gotten several lesser improvements, and hunters and warlocks are still in the process of major improvements.

    There may be problems with WoW in terms of balance, but you are way off the mark on just about everything.

    1. Re:Misinformed. by WreathOfBarbs · · Score: 1

      3. The hunter dead zone only means they can't use their ranged abilities in melee combat. They're still capable of using their melee abilities and pet DPS and are the best equipped class for kiting and keeping other classes outside of their "dead zone". From another point of view, all melee classes have a "dead zone" outside of their melee range

      Actually you are incorrect, the deadzone is the area between a hunter's maximum melee range and his minimum missile range. It is quite easy to exploit that area for certain classes such as mages.

      Warriors have the exact same deadzone, but they are less affected by it since ranged damage is essentially usless to them, and they have 3 skills to keep them in melee range of a player, Charge and Intercept (which close the distance at high speed), and Hamstring which, rage permitting, can be used immediately after one of the distance closers to keep them from getting away.

      Rogues attack from stealth so range is a non-issue, by the time you know you need to run you have already been stunned/slowed.

      Warlocks, Mages and Priests have no deadzone at all and can all attack at any range, even with their wands.

      Shaman can attack at any range with spells and totems several of which are designed to keep players close so the Shaman can apply his not inconsiderable melee talents as well.

      Druids have roots to freeze, ranged spells, and a fast roguelike cat form that can also stealth.

      Hunters have Wingclip which is functionally identical to Hamstring and can be used at melee distance, and Concussion Shot which can only be used at missile range. They do not have any skills that let them immediately gain or lose distance like a warrior does. So there is only one class that can be completely shut down by staying 6 yards away from them, and that's Hunters.

  42. Class bias by DoctaWatson · · Score: 0

    As a regular reader of the WoW official forums who plays both horde and alliance regularly, the author of this article stinks of alliance paladin bias.

    Right now, the Paladin community is all in a tizzy because the ubermensch boyscout characters they thought they were creating have turned out to be an incredibly average class.

    WoW is a game that has no penalty for death, and rewards fast numerous kills heavily- like many competitive video games. Paladins are realizing that their ability to survive a nuclear holocaust means very little when it takes them an eon to kill even soft targets.

    Before the recent PvP additions to WoW (Battlegrounds and the Honor System), Paladins were very much considered overpowered in PvP- when the game wasn't about who "wins" but who "doesn't lose". They were (and still are) the only class capable of reliably soloing multiple elite mobs.

    They were (and still are) the class that has so many built in luxuries and advantages, that they scoff at having to use trade skills and items to make up for their class deficiencies. Why should they have to use a Swiftness Potion or a Net Gun to over come their lack of range or speed? It's not as if warriors have to use healing potions and first aid to overcome their lack of healing.

    I find the whining paladins humorous and pathetic. WoW is extremely well balanced. There are a few bad matchups here and there, but Paladins are far from gimped- no matter how much whining they do on the forums or in a periodical as respected as GamePro. Tch.

    1. Re:Class bias by Anonymous Coward · · Score: 0

      You're retarded. The paladin community is upset because the class is not fun to play due to the non-interactive combat system.

      If you have no clue what you're talking about, kindly shut the fuck up.

    2. Re:Class bias by Khaotix · · Score: 1

      Paladins were originally billed as a melee-hybrid that led their groups into battle.

      This is fairly close to the way they were in OB. Crusder/Holy Strike meant you could use up your mana pool for DPS instead of heals depending on the situation.

      The way paladins play now - plate priests. In MC I wear a patchwork of cloth/leather/mail for +int/+healing. It is tiring. I wanted to be a melee hybrid.

      I'll be happy if they at least rework our talent tree. Talents are so misplaced and they do little to help define our role.

  43. Paladins and PvP = best healers by DoctaWatson · · Score: 1

    Paladins ability to live forever in PvP makes them the absolute best healers. They will almost always be the "last man standing", whereas Druids, Shamans, and especially Priests tend to go down early in a group battle.

    Paladins may not be great at killing- but they have a very important role in PvP: keeping others alive. It's just a pity that 90% of paladins signed up to be uber hammer wielding destroyers.

    Of course, WoW should give more CP to healers. There's really not enough incentive to be a healer in PvP.

    And about the Shadow/Holy Priests debate. I play a priest, and I can tell you: the holy tree is overrated for healing. There are only maybe two or three talents in the whole tree that have a real effect on instance healing- and they can all fit easily into a Shadow Priest's build.

    1. Re:Paladins and PvP = best healers by Anonymous Coward · · Score: 0

      Spoken like someone who has never played a paladin.

      "It's just a pity that 90% of paladins signed up to be uber hammer wielding destroyers."

      Yeah, because that's what every single description of them, written by blizzard, describes them as.

      "Upholders of the Holy Light and defenders of the Alliance, the Paladins can be found from the northern forests of the Tirisfal Glades, fighting back the advance of the Forsaken, to the southern reaches of the Blasted Lands, ceaselessly upholding their vigil against demonic forces from beyond the Dark Portal. Wielding their mighty hammers and the strength of the Light, these holy warriors command forces in battle, all the while throwing themselves to where the fighting is the thickest."

      (In order to heal well in pvp, the paladin CANNOT be in the front lines.)

      "The Paladin is a mix of a melee fighter and a secondary spell caster. The Paladin is ideal for groups due to the Paladin's healing, Blessings, and other abilities. Paladins can have one active aura per Paladin on each party member and use specific Blessings for specific players. Paladins are pretty hard to kill, thanks to their assortment of defensive abilities. The Paladin can also heal with Holy Light, unlike other combat classes. The Paladin is an Undead specific fighter as well, with several abilities designed to be used against the Undead."

      (Did you notice how it's a SECONDARY spell caster according to the description? Presumably, since it's mentioned first and is the only other item in that sentence, the first job is to be a melee fighter?)

      "Strengths:

      Can wear the heaviest of armors

      A melee fighter that can also heal

      Can resurrect other players

      Auras can benefit the Paladin and party members

      Can summon a custom armored Warhorse mount

      Weaknesses:

      Doesn't have as many combat options and strengths as the Warrior

      Cannot equip as many weapon types as the Warrior

      Very gear dependant class"

      (You notice under strengths it says, "A melee fighter that can also heal"?)

      "Class Role
      Paladins are the consummate knights in shining armor, meant to be in the thick of things. Their defensive abilities allow them to stand toe to toe with monsters and take a beating - they are tanks overall. This is not the sole purpose of a Paladin, of course; their auras, seals, heals and ressurection spells give them the chance to act as a support healer. We're not telling you how to play the game - one of the fascinating practices of this genre is the ingenuity exercised by the players every day!"

      (Did you notice that it says they're tanks overall? Meant to be in the thick of things?

      You know the main reason paladins complain? Because the class is fucking boring. There is next to no interaction. And of course retards like you who have never played the class who and tell paladins how they are meant to be played (yeah, paladins *are* more effective healing than fighting... that's one of the problems that's being complained about. We were never told when we bought the game that we'd be cleanse spamming heal bots who sit in the back, we were told we'd be primary melee fighters. Go figure they complain about the role!)

    2. Re:Paladins and PvP = best healers by Anonymous Coward · · Score: 0

      Anyone talking about giving more cps to healers doesn't have a clue how the system works. It's divided equally between party members, regardless of contribution. Outside of parties, cps are split up in proportion to damage done - healers simply get no cp outside of a group.

      As an aside, playing buff bitch and heal bot when you were told you'd be a front line melee fighter first, healer second, and buffer third is beyond lame. And yes, I did play my paladin from the very beginning of the game before I had any knowledge of WoW at all, other than the class descriptions.

      Finally, the people complaining that paladins are supposed to be buff bitches and heal bots and that paladins need to learn their roles can shut the fuck up. They've already said they're fixing the talent trees so that paladins can spec in one direction (healer with holy, tank with protection, and fighter with retribution).

  44. Ugh by DoctaWatson · · Score: 1

    "Group Leaders" is a disgusting fantasy that too many paladins bought into when creating their characters, and now they're realizing that they're no better off in PvP than your run of the mill warrior.

    Shamans are well rounded and don't have an obvious achillies heel, but they're certainly beatable by every class in the game. There's no fictional "I win" button that Shamans have- they just have a broad range of situational tactics that aren't well understood by most of the people they fight.

    No one of their attacks or heals or abilities is especially overpowered, but the fact that they have easy access to a diverse range makes them formidable opponents in PvP.

    Your assertion that "Horde is more powerful because Blizz plays Horde" is without factual basis, and flies in the face of the facts that the horde population is outnumbered 2:1 on most servers and that the Alliance has more content available to them.

    1. Re:Ugh by Banner · · Score: 1

      Having played both, I have found that as Horde you advance through the levels about twice as fast as alliance does. So I find your 'twice the content' quote to be at odds with my playing.

    2. Re:Ugh by Minna+Kirai · · Score: 1

      So I find your 'twice the content' quote to be at odds with my playing.

      Content != leveling.

      In fact, "content" is the storyline, NPC chatting, and artwork which actually actually slows down your levelling as you stop to admire it.

      "Content" is also not the same thing as "power". Horde characters are more powerful individually (primarily because of undead).

      I have found that as Horde you advance through the levels about twice as fast as alliance does.

      Because there is less Horde content, so playing Horde lets you see fewer cool things, so fewer people play horde, so there is less waiting for quests and drops and such.

  45. Rigid design causes most imbalance by SillyHatsOnly · · Score: 1
    An MMO will not be nicely balanced as long as the overall design relies on rigid character skills. The balance needs to come from the player's creativity utilizing skill mixtures.

    Now, I know there are a lot of people who don't like FFXI for whatever reason. But the game design gives the player some of the most flexible design I've seen in a popular MMO. A single character can not only play every job in the game, but can combine any job with any other job for some very interesting mixing of abilities/traits. This allows the player to configure their character for different situations like PvE, PvP, farming, soloing, different balancing of parties...etc.
    Distract the player with PvP priority. Many MMOs take the FPS style of PvP. Of course this will be unbalanced and somewhat frustrating to be the underdog class. Camelot distracted the player with an objective (multiple keeps/relics) that caused players to band together for a greater goal which helped to avoid 1 on 1 encounters. FFXI has Ballista which seems like a brutal team based PvP rugby. Again, unusual combinations of jobs/skills and use of items (such as poisoning yourself to break sleep spells) create a dynamic environment.
    Aside from an occasional balancing mistake (CoH: Device blasters with the original smoke grenade = ~100% reduction in enemy accuracy)it seems like many MMORPGs are trying to adopt designs that don't scale to the size of MMOs today. From the sound of it, WoW is suffering from the similar class issues as DAoC. Let the player customize the skill combinations. Please stop creating MMOs with such rigid characters.

    On a side note, how much fun would StarCraft be if you had to choose a single unit for the entire game?

    1. Re:Rigid design causes most imbalance by jclast · · Score: 1

      It seems to be lost in development Hell, but StarCraft: Ghost sounds like it will be a lot of fun.

      --
      e2 | LJ
  46. Taunt in PvP by DoctaWatson · · Score: 1

    While a good idea in theory, taunt in pvp won't happen in WoW.

    -Rogues and Druids lose their combo points when a new target is selected.
    -Blizzard has consistently followed a doctrine of nerfing abilities that "take control away from the player" in PvP- Polymorph, Fear, Seduce, stuns, you name it... taunt will never be added for WoW in PVP.

    Warriors are excellent defenders in group PvP- they're the "rock" to rogues "scissors". As long as a caster isn't tearing chunks off a warriors HP, they last a long time and virtually insure that the leather wearers don't come anywhere near the cloth wearers.

    1. Re:Taunt in PvP by AsbestosRush · · Score: 1

      My understanding was that this is already in there, and yes, it does cause rogues (dunno about druids, I don't group with one regularly) to lose all of their marks.

      I play a hunter, so it doesn't affect me that much.

      --
      EveryDNS. Use it. It works.
      AC's need not reply
  47. Slightly OT: Day Of Defeat does well with classes by Lonewolf666 · · Score: 1

    My comment to 6) and 8):

    While it is not an MMORPG, the WW2 shooter Day Of Defeat has classes without being unbalanced overall. Each of the classes is superior in some situations and inferior in others. Actually, the game would lose in variety and tactical depth without classes. As it is, the Scissor-Paper-Stone character enhances gameplay.
    A little, simplified overview over DOD classes:
    -Rifleman: A good allround class, best at medium range combat
    -Sniper: superior at long ranges. A must have on maps like "Charlie" (D-Day) with its wide beach, but even there other classes are necessary for the assault too. Really weak in close combat.
    -Machine gunner: Devastating when deployed, but highly vulnerable on the move and while setting up his gun. At long range, frequently picked off by snipers. At short range, he has difficulties in runnning from hand grenades because picking up the gun takes more time for him.
    -Submachine gunner: the best class for storming buildings, but has difficulty hitting things at a distance.

    --
    C - the footgun of programming languages
  48. Popular races != powerful races by DoctaWatson · · Score: 1

    Dwarves being a rarity has nothing to do with their relative power. Stoneform is one of the best racial abilities in the game for a rogue (bye bye DoT's, hello Vanish!), and fear ward is awesome for dwarf priests.

    And yet dwarf priests and rogues are some of the rarest race/class combos in the game.

    Your idea to have Undead-affecting abilities work in game was tried in beta and found to be VASTLY overpowered. It's just such a bad idea to make a whole race vulnerable to abilities meant solely for PvE.

    1. Re:Popular races != powerful races by meta-monkey · · Score: 1

      My priest is a dwarf for that very reason. Fear Ward 4tw. That said, Dwarf rogues are, I think, equal to gnome rogues, and both are superior to elf and human. Stoneform only removes bleed, poison, and disease effects, so it won't do anything for magical dots like SW:P or curses. It'll shut down dots from rogues, hunters, and warriors, but not priests or warlocks. You also pretty much have to activate it and then immediately deactive, because it'll slow your movement down, too. Rogues for the alliance I think should be any race but human. +5 to swords and maces is not, but ultimately not that big a deal. Special abilities are worth more.

      Dwarves: stoneform to counter warriors, rogues, and hunters
      Gnomes: escape artist to counter snares and druid roots
      Elf: 1% to dodge bonus. Nice, but not worth as much as the "get out of jail free" actions dwarves and gnomes get.

      Also, gnomes are cuter.

      --
      We don't have a state-run media we have a media-run state.
    2. Re:Popular races != powerful races by Anonymous Coward · · Score: 0

      Humans get a "special ability," perception, which lasts for 20 seconds, and has a 3 minute cooldown. It makes you better at detecting stealth. It's mostly useless, though. One of the crappier ones. I say make it a smaller effect, make it passive, remove +5 skill with swords/maces, and give humans a new active ability.

    3. Re:Popular races != powerful races by Kris_J · · Score: 1

      "Fear Ward 4tw."? Like I'm going to take advice from someone still in primary school.

    4. Re:Popular races != powerful races by meta-monkey · · Score: 2, Informative

      Ahahaha, cute. I'm 27 and have a Ph.D. in Electrical Engineering from the University of Florida. God forbid I use internet video game lingo in an internet discussion about an internet video game. Idiot.

      --
      We don't have a state-run media we have a media-run state.
    5. Re:Popular races != powerful races by Kris_J · · Score: 1

      Then act your age. This is not anyone's "lingo". This is groupthink at its worst. If ever phrases came from the shallow end of the meme pool.

    6. Re:Popular races != powerful races by meta-monkey · · Score: 1

      This is the lingo of the online gaming community. Lighten up...it's a video game, and this is a discussion about video games, so please ditch your elitist attitude. Others are not inferior to you because of their vocabulary.

      --
      We don't have a state-run media we have a media-run state.
    7. Re:Popular races != powerful races by Anonymous Coward · · Score: 0

      Grow up.

  49. SWG... AC... by DoctaWatson · · Score: 1

    Many games have gone "classless", but the fact of the matter is that when players have different roles to fulfill there will always be a friction due mostly to the "grass is greener" effect.

  50. Agenda Mech? by NBarnes · · Score: 1

    Guess which WoW class the author plays? A technical article outlining some of the design reasons class imbalance occurs and some of the solutions would have been interesting. This is just some GamePro schmo taking advantage of having a short article to write to whine about paladins.

    Any article that talks about character balance in MMOs without talking at least about broken-by-generalization and broken-by-specilization is kinda not even a little interesting to anybody who's understanding of the issue exceeds 'OMG meh cl4ss haz bene nurf3d!!!11!!!'.

  51. Randomize by readin · · Score: 2, Interesting

    The need for perfect balance could be reduced by making every player unique. In early RPGs this was done by generating random attributes for each avatar at the beginning. But predictably people kept generating new avatars until they got the stats they wanted. After that, people tend to learn what combinations of class-race-armour-weapons-skills work best and stick to them.

    I would like to see some random variety introduced when it is too late to go back and start again. In EQ, you visited your guild masters every few levels. Suppose those masters gave you a random gift that made you different from every other member of your class. Maybe a ranger gets one spell that usually only enchanters have. Or he gets a weapon that only he, and no other ranger, can use. The gifts would be random, and given as you level up. Maybe your level 5 gift wasn't so good, but your level 15 gift rocks.

    It would be up to you, and you alone, to figure out how to best use the gifts. The effect of uber-classes would still be there, but it would be muddied somewhat by the players who make best use of their particular gifts.

    --
    I often don't like the choices people make, but I like the fact that people make choices. That's why I'm a conservative.
  52. here's a quick hint: wherefore & therefore by overbom · · Score: 1

    wherefore something?
    therefore something!

  53. Let me clear something up... by aphexbrett · · Score: 0

    If you are claiming Shaman are over powered you are:

    1. Alliance

    2. Do not understand PvP

    3. Lazy

    To help you in your retarded state, read this and all of your questions/fears will be answered/assuaged. Since I know you're lazy (and might not read the link), answer me this: Why are no shaman at the top of the PVP honor rankings anywhere if they're so overpowered? PWN3D!!!!!

  54. terrible article - no content by truffle · · Score: 2, Interesting


    This article contains a statement of a position and no supporting arguments or evidence.

    I'm very disappointed that this made it to slashdot games. Where is the logical analysis to back up the arguments?

    Also as a side comment to people claiming horde is more powerful than alliance -- they should be. The WOW player ecology depends on a blanace in the number of horde and alliance players. Giving advantages to the horde is a sensible way to try and counteract the fact that more people play alliance.

    I play alliance (level 60 gnome warrior). I do PvP. I am aware of the fact that other races make much better warriors than gnomes (alliance or horde). Honestly it doesn't make that big a difference. Taurens with their hit points and war stomps have an advantage over me, but skill, gear, and teamwork are much bigger factors. I happily grants horde players their tiny tiny racial abilities advantage. Meanwhile the horde as a whole faces a very large disadvantage in their lower populations, meaning the alliance are able to constantly zerg them in pvp (except for ctf), and are much better able to mobilize in PVE to gain powerful items that more than make up for these tiny racial abilities.

    --

    ---
    I support spreading santorum
    1. Re:terrible article - no content by Anonymous Coward · · Score: 0

      Also as a side comment to people claiming horde is more powerful than alliance -- they should be. The WOW player ecology depends on a blanace in the number of horde and alliance players. Giving advantages to the horde is a sensible way to try and counteract the fact that more people play alliance.

      Except, of course, if you take into account the servers on which more people play Horde than Alliance...

      The factions should be balanced. If one faction has more people, then so be it. Players from the other faction shouldn't randomly be stronger because of it.

  55. A core problem. by Kaenneth · · Score: 2, Insightful

    usually, there is one area in which a class outshines all others, for example in Everquest:

    Clerics:Rezzing, Druids:Travel, Shamans: Debuffing
    Wizards:Burst damage, Enchanters:Crowd Control, Magicians:Pets, Necromancers:damage-over-time spells
    Warriors:Taking hits, Rogues:Traps/Sneak, Monk:Melee damage
    Bards:mana regen, Rangers:Archery/Tracking, Paladins:Undead slaying, Shadowknights:Holding aggro

    Then they added Beastlords and Berzerkers... since they didn't want to displace any existing class, Beastlords ended up a jack-of-all-trades; while they tried (and failed) to add a new reation based combat system around when they introduced 'zerkers (iirc)

    the problem comes in that people want to pick the best characters for the situation; If there are no undead in the area, why have a Pally? mosters dying fast, so why have a Necro?

    the next problem was balancing a group with a shaman that can cut a monsters damage output by 75%, with one without. or one with a cleric, who can heal 10000 hp in a shot, vs. other healers that can't do more than 1000. In order for content to be a challange to a group with a Shaman AND and Cleric the monsters have to be able to rip through groups that lack them in a couple seconds, making a Cleric and a Shaman almost mandatory for grouping in most players eyes.

    (I have 3 accounts, my Mage, then a Cleric and a Shaman set up on hotkeys to Heal and Slow)

    my thought for a design...

    First, decide on the 'ideal' group size, I think 5 is a good number.

    then come up with a adventuring system that requires that number of distict abilities.

    Healing, Melee Damage, Magic Damage, Melee Protection, Magic Protection.

    then, create classes that each can fill MOST jobs, instead of a few.

    Heal, MeleeD, MagicD:
    Heal, MeleeD, MeleeP: Paladin type
    Heal, MeleeD, MagicP: Ranger type
    Heal, MagicD, MeleeP: Shaman type
    Heal, MagicD, MagicP: Druid type
    Heal, MeleeP, MagicP: Cleric Type
    MeleeD, MagicD, MeleeP: Shadowknight type
    MeleeD, MagicD, MagicP:
    MeleeD, MeleeP, MagicP:
    MagicD, MeleeP, MagicP:

    well, obviously they don't all correlate to EQ classes, as that's the point. Everyone with a base ability should have the same level of power, just with different 'flavor'; which will lead to some situational advantages, but if, for example, the particular types of magic damage available to a druid-type class are ineffective in an area, he'd still be able to fully function as a Healer and protector vs. magic.

  56. As if there's no pet involved. by DoctaWatson · · Score: 1

    What I'll never understand about hunters is why they always make up arguments about "effective range" without once mentioning that their pet is effective at any range.

    Rogues are indeed not a non-issue, since Hunters are able to detect stealth, eliminate stealth with a flare, and prevent stealth with a Hunter's Mark or a DoT sting. Using those tools, as well as your other range-keeping abilities, Hunters are well equipped to keep rogues out of striking distance.

    1. Re:As if there's no pet involved. by WreathOfBarbs · · Score: 1

      You speak as if I played a hunter. My main is a Warlock on Icecrown. But I can tell you that in any PvP situation I have been in, hunter pets are unceremoniously ignored. It has no way of of keeping you away from the hunter. Essentially a hunter pet is nothing more than DoT with legs. A simple change to missile range would eliminate a significant complaint among hunters without significantly affecting how any class other than mages, shaman, and druids deal with them.

    2. Re:As if there's no pet involved. by Anonymous Coward · · Score: 0

      My main is a Warlock on Icecrown.

      Ah, the other class that likes to pretend that it doesn't have a pet in PvP.

      Hmm, I play an Undead Rogue on Icecrown - I'll have to hunt you down.

    3. Re:As if there's no pet involved. by snuf23 · · Score: 1

      Killing the pet doesn't do nearly as much good in PVP as killing the player. Focusing on killing the pet is a good way to get yourself killed. At least that's what I've learned through many duels against my friend's Warlock.
      That doesn't make pets useless however. I've had a Succubus drop me from a finishing move while I wasn't paying attention.

      --
      Sometimes my arms bend back.
  57. Also a lost art: by dracocat · · Score: 1

    Balancing classes with MMO's. Balancing life and MMO's is very very difficult, especially classwork.

    But thats another story for another time, as I'm sure everyone else here will let me know that they have no problem blancing their time.

    Damn MMOs! Damn them to hell! I want my life back..

    Ok, ok, I feel better now. Thank you all for the therapy.

  58. Speed is the key by MMaestro · · Score: 1
    One on one PvP is over-rated. There will always be one "best" class for it.

    True in one-on-one PVP, there can pretty much be no balance but it also depends on the kind of PVP is implemented. If you get a slow paced PVP such as yeah, one-on-one fights don't matter much cause other team members/players (assuming you have some teamwork going on) will generally be able to react and respond quickly and effectively enough to a bumrush against support class players. If you get a FAST paced PVP, one-on-one fights DO matter. Set up your macros well and you catch a target unprepared (read: casting a spell), you can usually take him out with just one macro.

    Just look at FPSs. In Quake 3, a good player can single-handedly dominate a CTF match even though he uses the same weapons, armor and limitations as the other players. While in Unreal Tournament or Doom 3, due to the slower movement even a newbie can take out the number one player on the server just by ambushing them with a weaker weapon.

  59. Crawl (OT) by Boronx · · Score: 1

    My favorite roguelike. Not for balance reasons, although every class I've played has been fun, but for some earthy quality that I can't quite pin down.

  60. Re:Slightly OT: Day Of Defeat does well with class by BenjyD · · Score: 1

    Day of Defeat is one of the best FPS games I've played.

    FPS classes are a little different, though, because skill on the part of the player makes so much difference. For example, I suck with the sniper and submachine gun for some reason, but rarely miss with the lee enfield.

    Are the Day of defeat servers still full these days?

  61. Re:The REAL Lost Art: Basic Research by liquiddark · · Score: 1

    Agreed

  62. Not only COH by Moraelin · · Score: 2, Insightful

    Every single game I've been in, has basically bungled horribly through class balance, making seemingly random changes and then waiting to see the result. COH, yes, too. Horrible balance issues and swings. And if you hate the changes to your character so far, you'll probably hate Issue 5, already known affectionately as The Nerf.

    The problem IMHO is the strong dichotomy between creative types and some of us "accountant types", for lack of a better name.

    The creative guys are able to come up with _interesting_ ideas like "I know, let's have a hero that fights with a bent spork and catches bullets with his toes". That's what makes a comic book or a game _interesting_. It's what gives you unique characters, missions, story arcs, etc.

    Us accountant types however, then just come, put all those "Spork Thrust", "Spork Slash" and "Toe Wiggle" powers in a big spreadsheet and run a min-max simulation through them. We calculate _exact_ damage-per-second, damage-per-endurance and such, and invariably it turns out that the game is utterly unbalanced and there's some utterly ludicrious winning combination.

    The problem is that the two groups are distinct groups. In fact they're pretty much natural enemies. The creative types usually throw a fit and call you a "numberchaser" or such if you even mention soiling their grand vision with such profane maths. (Try even mentioning numbers on some MUDs and you'll see what I mean.) And conversely us maths types treat those designers as the antichrist when they do those broad-sweeping random balance changes, and cause everyone's characters to bounce randomly between uber-slayer-of-everything-in-god-mode and utter-total-wimp.

    That dichotomy is what's really the problem. Most balance issues could be foreseen and corrected before release, by simply running the same simulations and maths. The _massive_ kinds of balance problems some games have shouldn't have even made it into testing, much less be there after a year of being live.

    There is nothing utterly unforeseeable about most of those min-maxed combination. It's not like "but you can't know what arcane non-obvious thing the players will abuse." You can. Maths is where it's at, because that's what the players will use to find those uber-combos. And the devs could do the exact same maths before the game is released.

    But, alas, it would need some of the creative types to put down the crack pipe, get over the ego trip, and let their grand vision be run through a spreadsheet. Not that I expect it to happen any time soon.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Not only COH by Minna+Kirai · · Score: 1

      The problem is that the two groups are distinct groups. In fact they're pretty much natural enemies.

      That idea contrasts amusingly with your journal entry.

      Maths is where it's at,

      Yes, but they have to pretend the "creativity" is what's leading it. To keep a mass of players interested, the underlying maths must be kept obfuscated as much as possible, because massive spreadsheets just aren't fun... hardly anyone takes up accounting as a weekend hobby.

      I find slot-machines to be a great analogy for MMORPG. Playing slots comes down to just 2 variables in the game: mean loss percentage and dollars/hour. Advertise those two number explicitly and nobody will play- but camoflage them behind spinning wheels, blinking lights, and a hefty lever, and you've got the economic engine that built Las Vegas.

      Game publishers have to keep letting the "creatives" lead, because if the math-heads take over, their honest admission of the boring fundamentals will drive off 85% of customers.

      And the devs could do the exact same maths before the game is released.

      It is pretty amazing how game publishers like EA manage to pay huge staffs of testers, and still overlook the simplest of balance issues. (Apparently those testers are really looking for implementation errors, not design flaws). Seems the professionalism of testers means they're regimented to play like the designer wants players to behave, not like they actually will.

    2. Re:Not only COH by Moraelin · · Score: 1

      I'm not saying that they should stop being creative. God forbid. I did say it's those types who make the game interesting after all. So, yes, by all means, do let the creative people do the design.

      What I _am_ saying though is that they should employ _both_. Make them work together. Let the creative people do the design, yes, but then also get an accountant to run those numbers through a spreadsheet.

      And if that maths guy says that the new spork-wielding class can dish out 1.5 times the damage-per-second of any other class, it won't mean must take away that spork and deprive that players of creative content. It means they must give that class a slightly less sharp spork or slightly increase the animation times or other such tweaks. It can still be creative and interesting even if it's been rigorously balanced.

      Your slot machines example is a very good example: because there they use both. They do let the creative people hide it between flashy lights and designs, yes. But they also calculate and simulate the heck out of the underlying probabilities before putting it in a casino. Noone will just let a designer at it from the beginning to end, and only discover in the casino that it pays more than 100% or conversely it pays only 10% and noone wants to play it... like the computer game industry does.

      That's the step that IMHO is missing there. Don't just get a bunch of playtesters and rely on sheer luck to discover the problems. Get a math-head to look for the problems before the first tester even sees the game.

      And, no, that idea doesn't contrast with my journal entry. I'm just ignoring the majority of grey shades in between creative and maths for the scope of this argument, because they don't really get into that conflict. Someone who's not very creative won't get to be a good game designer, and someone who's not very much a number-cruncher won't start calculating and publishing damage-per-second charts. Those grey shades exist and do make up the majority, yes, but they mostly sit and watch the (almost-)extremes yell at each other.

      --
      A polar bear is a cartesian bear after a coordinate transform.
  63. Re:Slightly OT: Day Of Defeat does well with class by Lonewolf666 · · Score: 1

    Yes, DOD is still going strong. Exclusively on Steam, however (you can open the necessary Steam account with the CD key from Half-Life 1). WON has been shut down.

    --
    C - the footgun of programming languages
  64. "I'm the best I just want to win!!!" by Tilmitt · · Score: 3, Insightful

    I don't see how balancing is a problem at all. I wish everyone would just ignore completely the relative strengths and weaknesses of a class when choosing it, and just choose a class because it suits their personality or whatever. Basically choose ideologically if you know what i mean. But instead the "pro" (wow they're soooo cool!) players go off and all choose a class that in general may be better than others in whatever situation and the people who loose to them start crying because all everyone wants to be is the winner, the boy on top of the sandcatle. I remember when i first started playing online games I had great fun ever when loosing, which happened most of the time and still does, though I win sometimes (!), because I loved saying "well at least i fought hard and it was such an epic battle and what glory!" etc. I won sometimes and obviously felt great about those. But i was shocked the way nearly everyone else, with the exception of a few magnificent people, were all like "omg we're loosing lets surrender" or "this is so shit I'm joining their team". I really cannot understand how winning is the only way people get enjoyment out of the games. And i think, so what if an enemy mage/kingdom/team is really powerful, we'll go out there and throw ourselves into battle and not give up and give it our all. And we'll do loads of damage and the enemy will certainly have been worse off than they were before they faced our brave onslaught. And we'd tell tales of the battle and talk all day and night with our friends and it would be such fun!

    Alas most people are but little boys who have to be on the winning team.

    --
    This guy are sick.
  65. Maths, it's that simple by Moraelin · · Score: 2, Interesting

    How do you think the _players_ found those uber-clases/builds/whatever? No, seriously.

    Ever looked on the forums for some character building advice? What did you see? Some dps (damage per second) calculations. "Take class X, turn on power Y, chain the attacks A, B, C, D and B again. It causes 75.13 damage per second, 15.39 damage per endurance/mana/whatever point, and leaves you with 0.35 seconds before A recharges again."

    Which leads to advice like "take katana instead of broadsword because it does x% higher dps" or "don't bother taking power Z, because stacking X and Y and these enhancements/armours/whatever already puts you at the damage reduction cap." That's all just maths, nothing horribly surprising or utterly unforeseen.

    So what's keeping the designers from running the same kind of maths? I can write a program in less than half an hour that calculates all possible attack chains, and their outcome. Why can't the devs ask a team member to do that?

    Other stuff it's so bloody obvious you don't even need a program to see it coming. E.g., if turning on powers X, Y and Z gives a tank in COH a whole 90% damage reduction and 95% avoidance, how do you balance that against classes who get 0% in either?

    If the tank has, say, 1000 HP and 90% damage reduction, to do a measly 50 HP damage to the tank (i.e., a bare scratch that will heal in 1 second), an enemy would have to have 500 HP attacks. If it even hits at all. Oops, some of the other classes have less than 500 HP at that level, and get 0% damage resistance. They'll get killed in one shot by that enemy.

    You don't need a complex simulation to see it coming. But you do need to apply some elementary arithmetic and calculate that, oops, those powers stack all the way up to the 90% damage cap. That's what's missing.

    And once you found that out, the sane way would be to address the problem, instead of bungling randomly through addressing symptoms. But what happens more often in practice is precisely never stopping to see the big problem, and do the maths. No, they'll just sweep a few _symptoms_ under the carpet in this fix. E.g., you can bet that what someone will _really_ see as a "fix" is "I know, let's actually increase the damage from those enemies to 1000 HP per hit, that'll give those tanks _some_ damage." Oops, now it really one-shots _everyone_ else, whereas previously it only one-shot blasters and controllers.

    Cue an endless stream of half-arsed quick-and-dirty "fixes" that try to address individual _symptoms_, including those of previous "fixes", instead of even trying to see (and simulate) the big picture.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  66. Doens't work like that by Moraelin · · Score: 1

    Now I'll aggree with you that some people _do_ take it all to ridiculous obsessive extremes, but balance _is_ a problem for everyone else too. You don't have to be an 3l337 kiddie, obsessed with xp and levels, to nevertheless find it a tad harder to just play a concept character for purely ideological/personality/style reason.

    If you think that you can just play your concept character, whatever that may be and no matter how weak, just for creativity sake... you must be thinking single player games. Because in a MMO you'll get booted from 90% of the groups if you deviate too much from the norm.

    E.g., try making a character with only the "Brawl" attack in COH. Quite the nice "normal human" concept, right? Well, yes, and some people will even congratulate you... right until you try joining their group. Then it's "WTH! We need some real firepower!" time, and you get booted out of the group.

    E.g., try making a (D&D) "paladin" concept character in CoH. Give up some of your attacks to take pool powers such as healing. Aid Other makes a nice Lay On Hands substitute, right? Take the Leadership pool too for a nice "Protection From Evil 10' Radius" substitute too. Take some taunt power from the Presence instead of an attack too, while you're at it, because a noble champion would challenge opponents to one-on one fight, plus it opens the path towards Fear later, which lets you RP "Turn Undead". Nice, well fleshed, concept. Right?

    Now try joining a group with that build. I can tell you first hand what happens, because I was in a group with someone with that kind of build. It also was an insanely difficult task force mission.

    (Which incidentally is the crux of the problem: any game with instanced missions raises their difficulty with the number of people in the team. So letting sub-optimal characters join your group leads to repeated group-wipes. Which leads to anger, and anger leads to the dark side.;)

    Anyway, what happened were complaints from the other group members, starting with "Why the heck is that scrapper healing instead of attacking?" and quickly escalating into "Screw this, call me when you get a real fighter." At which point almost everyone left the group, making it impossible to finish the task-force for those of us that remained. (The D&D Paladin build included.)

    That's the whole problem: it's not easy to stick to ideologies and moral high grounds when you're compared to other people every day, and kicked out of teams because you don't measure up to them. Or when even the people who don't discriminate against you, still can't really play with you any more, because you're still level 20 while they got to level 40 in half the time and with half the effort.

    What do you do then? Get them to power-level you to their level? Now there goes your self respect out the window, and any respect you had got from other players too. Ask them to come hang out with you in areas where they're not getting any xp? Yeah, they will for a while, but it's not exactly morale-raising.

    So after a while people kiss their noble ideals goodbye, bury their lovingly fleshed-out concept builds 6 ft deep, and go roll a Flavor Of The Month uber-character like everyone else. Can you really blame them?

    --
    A polar bear is a cartesian bear after a coordinate transform.
  67. Taking bets by talaphid · · Score: 1

    that the linked article's author is a paladin...

  68. Class design by talaphid · · Score: 1

    The thing I like about WoW is that, hey, you want to play the healbot? Really crazy, but you can actually play a priest that isn't totally dependent on a group to level. Contrast this with a controller from CoH.

    The lead design is such a genius that he believes players pick classes like Defender and Controller because they enjoy not being able to play the game. Yes, it's an MMO, and yes, you SHOULD be better off in teams. But tanks, scrappers, and blasters weren't nearly as broken without groupmates.

    What's the point in giving a class (Controllers) their solo skill (summonable pet that acts as a sort of inflateable teammate to go with their teammate amplifcation/support abilities) at level 32... in a game with 50 levels?

    Brilliant design. While you're at it, have you considered the problem of asprin bottles? Let's make a cap to prevent children from getting access to medicine they can't possibly make informed decisions about such that only children can open it.

    1. Re:Class design by snuf23 · · Score: 1

      "Contrast this with a controller from CoH"

      Well. I actually switched from playing a Blaster when it became impossible to solo around level 35. I decided on an Illusion controller because they had been listed as good soloing class. True to form, thing's were rough in the beginning, but the combination of blind and spectral wounds helped. Once I achieved Phantom Army (and yes this was post nerf) soloing became easy. Also as Illusion/Kinetics I was pretty much useless as a healbot, although I was a pretty good buff bot.
      I think the key difference between Illusion and Fire controllers (I have a lower level fire, so I know the pain), is that Illusion gets Phantom Army much earlier than level 32 (level 18 if I remember correctly). While not a "true pet" in the same manner as fire imps or phantasms - Phantom Army dramatically changed the play style and soloability of Illusion controllers. I would love to see a comparable power given to other controllers at the same level range.

      --
      Sometimes my arms bend back.
  69. Playing as Monsters by HarvardAce · · Score: 1

    Looks like EQ will be doing this again. See today's article.

    --
    Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
  70. That game is called EVE by the_raptor · · Score: 1

    No real classes, but your stats affect skill training time (skills train even when you are offline), so certain character choices mean you will take a lot longer to train combat skills then to train industrial skills.

    The great thing is that nerfs generally only affect one out of a single races ten plus decent ships, and there are four races.

    --

    ========
    CINC, 4th Penguin Legion