Boanergese wrote: » What they are saying is that are fine with you killing a cleric in 1 v 1. They don't care about what happens when I am journeying down the road by myself. If rogue kills mage and mage kills warrior, it doesn't matter to them. They don't care about the cat and mouse game. There aren't going to be any glass cannon death in under 10 second builds. They are focused on the 200 vs 200 combat. So, it's going to be my squad of 20 people trying to defend the western wall against your siege weapons and teammate who are protecting your siege weapon. It is going to be 40 on 30 guild wars where we declare a war against another guild. It's going to be guarding a caravan with your 10-20 players against bandits who would destroy your caravan and steal your resources. It's going to be combat on the high sea. They aren't worried about balancing every archetype with every augment combination. That would be too much work. I am sure the DPS will be normalized with 2-3% and different archetypes will bring different utility to the group.
Jahlon wrote: » The tank and the healer look at each other and say "are we really doing this"? And the Damage Dealer again should not be able to burn down a healer, but the healer should not be able to pursue the damage dealer when he tries to escape and disengage.
Geronimo wrote: » @Jahlon I see what you mean but I think having a round-robin type of pecking order improves diversity. Meaning: a party of all tanks will lose to a party of tanks, healers and DPS. If all classes were equivalent in 1v1 then it follows that 3 tanks would be equivalent to 1 healer, 1 tank and 1 DPS. Or to put it another way: if a healer could stare down a DPS 1v1 there would be no reason for the healer to run when the DPS is after his hide, if the healer has no reason to run why would we need a tank for him to hide behind?
Dygz wrote: » That Cleric/Cleric might be unkillable, but that doesn't mean they will also be able to do enough damage to kill their opponent(s).
Kovrm wrote: » Worth the time to watch/listen
Anarchy23 wrote: » Boanergese wrote: » What they are saying is that are fine with you killing a cleric in 1 v 1. They don't care about what happens when I am journeying down the road by myself. If rogue kills mage and mage kills warrior, it doesn't matter to them. They don't care about the cat and mouse game. There aren't going to be any glass cannon death in under 10 second builds. They are focused on the 200 vs 200 combat. So, it's going to be my squad of 20 people trying to defend the western wall against your siege weapons and teammate who are protecting your siege weapon. It is going to be 40 on 30 guild wars where we declare a war against another guild. It's going to be guarding a caravan with your 10-20 players against bandits who would destroy your caravan and steal your resources. It's going to be combat on the high sea. They aren't worried about balancing every archetype with every augment combination. That would be too much work. I am sure the DPS will be normalized with 2-3% and different archetypes will bring different utility to the group. As I mentioned I under stand all that. But there will still be small scale fights open world as well as arenas. Since they are balancing for large scale fights/raids and not balancing for small fights there could be large power gaps in 1v1s. Not complaining, just discussing which classes people think may be above average in smaller scale battles. IMO healers that are balanced for large scaling fights/raids tend to not scale well with smaller scale fights. Generally Stronger then you might want them. Healers need strong enough heals to top off a tank with double their own hp, as well as the other 6 party members, and enough mana or mana recovery to outlast long raid battles. Just my opinion. edit:spelling
RazThemun wrote: » I find part of the problem within many mmorpgs... is that they spend all this time trying to balance classes... that they then have no time to work on other content. If a class is truly that bad I would rather just change the class then sit around with little content such as questing because all their time is invested in making it so fighting a warrior feels nice as a Rogue, and Mage, and Ranger. Create the archetypes and if people don't like how they feel they can swap the second archetype or ditch the class all together.