Reason:- People want a Paladin to be an actual Paladin, not just a class with the name and similar spells that essentially functions the same as any other tank. (I want that too.)
- The developers likely don’t want to balance 64 classes; they want to balance 8, which is understandable.
Problem:- You can balance a specific number of skills and their augments for 8 classes. However, you can’t balance a combination of 20 main skills by 20 sub-skills for 8 classes (or whatever the actual number of skills is). For this reason, I think it's better to have an augment system rather than a permanently unbalanced world.
- No one wants their class to be nerfed, especially when the game mechanics don’t allow for class switching. If your class gets nerfed, you would have to create a new character, and no one wants that. But that’s what would have to happen from time to time.
- We want freedom of choice, but too much freedom will bring significant imbalance.
What do you think about this:
What if, instead of changing the system completely, we make just a small step towards freedom—enough to make people feel like they’re playing a different class?
In addition to augmenting existing skills, you could pick a few extra skills from a subclass. These don’t have to be the exact skills that the class has; they could be new ones made specifically for subclasses.
Here is an example:
Mage/Tank - Let’s say every 5-10 levels, you get to choose a skill specifically designed for (any)/Tank. This could be a short stun, a bonus for wearing heavy armor, or something else that even a Tank doesn’t have but could.
Or any/Healer could choose between (self) healing, a holy-themed damage skill, or group protection.
Maybe:
At the same time, you could have a choice of 2-3 skills but can only pick one.
Maybe:
Anyone could have any skill from a given subclass, but the last two (top tier) skills are designed specifically for a combination like Xclass/Ysubclass. For example, Mage/Healer would have its own tier 4 and 5 skills designed only for it, while Tank/Healer could choose from a different set of tier 4 and 5 skills, but both would be Healer-themed.
At max level, you’d have maybe 5 additional skills plus augments. Together, these would make you feel like you’re playing a unique class without introducing too much variety or imbalance.
Because the way I see it, the developers don’t want to give you a choice of 40 skills to pick from because it would be nearly impossible to balance. I personally get very frustrated when there’s only one combination of class/skills that dominates every other one, leading people to build that combination and then solo groups of equally geared players.
And to be clear, I have no problem if the class I choose isn’t good against some or even most others. Classes should excel at some things and be weak in others; they shouldn’t be good at everything.
What do you think—is this a viable direction to try to solve the problem?