The imbalance of the classes have been indefinetly prolonged, and while u developers are trying to figure out a way to balance the classes for both ur mods, why the hell dont you balance each class up against each other?
I keep hearing about some classes being OP, people keep posting threads about their class being broken, cw in pvp to mention one. Is it an mmo strategy?
Why do you keep nerfing and balance each class independently? And why do you keep failing matching the classes? Put the classes up against each other and be done with it already, nobody gives a squat about class balance in PVE!
Lets start with the CW, the most bugged out class, you have taken out his armor penetration cause u think he is dealing too much damage.... Lets think for a moment here... Is this is a damage race? where certain classes feel bad about not being able to out damage their teammates in pve playing as a team? Why the hell would someone complain about having a damage dealer in their pve team? Thats just a troll for you to weaken the class so that the other classes turns into **** in your pvp. Its not like a team full of GWF's wont be able to spec accordingly and have all the damage they would like on their team.
To me it feels like you favor a certain class and the other class should not touch this class.
And what is it with "this class doesnt wear plate armor", when its pvp?
If he so much desires to be tanky then he should be given the equal oportunity as the other classes to be just that. Dont come in with your pve nonsense in pvp. Its class fight. And if u so desire to not give a certain class any advancement in gearing it self for the fight then at least give him the F option to be the class he is intended to be.
Some of your classes are defensively strong from character creation, they can ignore speccing defensively and just roll out dmg that breaks the class right there and goes on to stomp all the other classes.
I dont believe for a second you know whats going on in your pvp, other than the stream i watched when the developers did not get a single kill on EoA with all your rank 10s and legendary artifacts- that wasnt even funny to watch, it was just depressing.
There was a match with devs against some of the top players where the devs just got destroyed. I also saw the community admin continually fail a regular (non-epic) dungeon during the 24-hour livestream Now that isn't a surprise since the devs mostly do coding and work while some of these players PVP for hours each day.
The point being, most of the employees at Cryptic do not play at a high level, do not truly understand the nuances and meta-game of PVP at the top.
I see. That's why a team of CWs can solo every dungeon. .
He meant PVP. Dungeons have nothing to do with this. There is no tenacity in dungeons. There are no perma-stealth toons. There are no GWFs with 45k HP, 3k defense and emblem artifact to restore them to full health
As always it's the PvP crowd against the PvE crowd.
Balance is subjective; everyone plays differently. What may be balanced for you may not be for another player because a lot of it depends massively on how you play (I'm not just referring to each player's skill level, but the actual *how* part.)
People seem to forget a lot: the Devs have a lot of server data and logs to see information we as players just could't fathom. They use a lot of this data to determine what and how they'll do stuff and when. So what you call a "nerf" someone else might call a "buff". The simple fact of the matter is all these "ZOMG NERFED!" threads are created by people who are looking at the overall game from a pinpoint prism from their own perspective.
Sure the game and classes (and even races, some would say) still need some balancing. But "balancing" is a give-and-take scenario: some areas are buffed-up and other areas are toned-down (a.k.a.: "nerfed"). The simple fact of the matter is that in the end "balance" is the goal. So kwitcherbichen and adapt-or-die (as they say in the real world).
I personally would like it where the devs spent a tad bit more time to do pve and pvp abilities each one doing something different depending on pvp or pve. I have NO IDEA whay noone has done it except GW1 and when they launched GW2 they got away from it (and that is why it was so popular)
I have no idea why they stick with this archaic system when they have the power to do abilities that work differently depending on pvp or pve.
I personally would like it where the devs spent a tad bit more time to do pve and pvp abilities each one doing something different depending on pvp or pve. I have NO IDEA whay noone has done it except GW1 and when they launched GW2 they got away from it (and that is why it was so popular)
I have no idea why they stick with this archaic system when they have the power to do abilities that work differently depending on pvp or pve.
EQ2 had a system that split pvp and pve as far as abilities were concerned.
nerfs aka class balance changes are implemented for a lot of different reasons. a change to an encounter may be due to the fact that it is the "go to" encounter when there should be a more balanced usage of encounters and this may be due to the fact that it's not working as intended or is overpowered and needs to be adjusted in accordance with other powers. this can be painful for some players as they get used to playing a certain way and class balance means they'll be forced to re-think their playing strategies.
this particular thread is being locked because it is not what we consider to be a productive topic as it questions the devs in a way that is not constructive. remember that any attacks on anyone is not allowed on our forums. that includes staff and players alike.
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The point being, most of the employees at Cryptic do not play at a high level, do not truly understand the nuances and meta-game of PVP at the top.
He meant PVP. Dungeons have nothing to do with this. There is no tenacity in dungeons. There are no perma-stealth toons. There are no GWFs with 45k HP, 3k defense and emblem artifact to restore them to full health
Balance is subjective; everyone plays differently. What may be balanced for you may not be for another player because a lot of it depends massively on how you play (I'm not just referring to each player's skill level, but the actual *how* part.)
People seem to forget a lot: the Devs have a lot of server data and logs to see information we as players just could't fathom. They use a lot of this data to determine what and how they'll do stuff and when. So what you call a "nerf" someone else might call a "buff". The simple fact of the matter is all these "ZOMG NERFED!" threads are created by people who are looking at the overall game from a pinpoint prism from their own perspective.
Sure the game and classes (and even races, some would say) still need some balancing. But "balancing" is a give-and-take scenario: some areas are buffed-up and other areas are toned-down (a.k.a.: "nerfed"). The simple fact of the matter is that in the end "balance" is the goal. So kwitcherbichen and adapt-or-die (as they say in the real world).
I have no idea why they stick with this archaic system when they have the power to do abilities that work differently depending on pvp or pve.
EQ2 had a system that split pvp and pve as far as abilities were concerned.
this particular thread is being locked because it is not what we consider to be a productive topic as it questions the devs in a way that is not constructive. remember that any attacks on anyone is not allowed on our forums. that includes staff and players alike.
you could have just as easily checked out the wiki article on game balance for your inquiry.