Eldrylars
Legacy Supporter 8
- Joined
- Apr 28, 2012
- Location
- Dragon through ...
Hello peoples of Team Balance!
I have been watching the conversations on the forums and responding where I find it appropriate, but I have found an over arching trend that I feel is dragging Team Balance in a limited direction, diminishing our effectiveness.
Now I am not sure that what I am seeing is truly a problem, or the wrong way, or even something that should be considered negative at all, but I want to make sure, so as to limit any lost productiveness or "redos." So try not to take offense in my query
Perceived direction:
All the balance suggestions that I have seen so far, is skill based balancing based off of ____ and in my eyes playing a tweak game that seems like it's going to waste a lot of time and effort.
Let me explain further, using Druid as an example. Here are some of the proposed changes:
I don't see these issues being discussed and in my mind it's far more important to discuss the WHO and the WHY instead of the HOW
WHO is the <CLASS> being balanced against
WHY is the <CLASS> unbalanced against
HOW do we correct the imbalance so the WHOs are balanced.
Is seems that we are going straight to the HOW stage and skipping the WHO and the WHY which means that it could take dozens of HOWs to finally find the correct answer.
Let me give an example of a WHO
Druid Commonalities - Heavy Support, Heavy Heals, Medium Damage, Low Armor
Taking the WHO you can create the WHY:
Now lets look at the suggested changes and how it would effect the Druid - Cleric comparison:
I KNOW THIS EXAMPLE IS NOT PERFECT, but I also know it's close enough to give you an idea of what I am talking about and what I am trying to understand. I also know it's a lot more work to quantify the shortcomings in comparing the WHOs, but honestly it just seems so much stronger a method to start with a solid foundation, then trying to nit pick small changes to random skills because in certain situations they seem/are to strong. In my mind the CLASS as a whole needs to be evaluated for it's intended purpose and then it's skillset needs to be balanced against the CLASSES that share it's design intentions, and we are not doing that.
Am I the only one who feels this way?
I have been watching the conversations on the forums and responding where I find it appropriate, but I have found an over arching trend that I feel is dragging Team Balance in a limited direction, diminishing our effectiveness.
Now I am not sure that what I am seeing is truly a problem, or the wrong way, or even something that should be considered negative at all, but I want to make sure, so as to limit any lost productiveness or "redos." So try not to take offense in my query
Perceived direction:
All the balance suggestions that I have seen so far, is skill based balancing based off of ____ and in my eyes playing a tweak game that seems like it's going to waste a lot of time and effort.
Let me explain further, using Druid as an example. Here are some of the proposed changes:
- Straight cast to one second warmup on entangle.
- Reincarnate cooldown from 45 seconds to 5 minutes?
- Remove Bolt
- Make more Skillshot heals
- Decrease Healing Blooms
I don't see these issues being discussed and in my mind it's far more important to discuss the WHO and the WHY instead of the HOW
WHO is the <CLASS> being balanced against
WHY is the <CLASS> unbalanced against
HOW do we correct the imbalance so the WHOs are balanced.
Is seems that we are going straight to the HOW stage and skipping the WHO and the WHY which means that it could take dozens of HOWs to finally find the correct answer.
Let me give an example of a WHO
Druid Commonalities - Heavy Support, Heavy Heals, Medium Damage, Low Armor
- Cleric - Heavy Heals
- Paladin - Heavy Support
- Shaman - Heavy Support, Low Armor
- Disciple - Heavy Support, Low Armor
- Bard - Heavy Support, Medium Damage
Taking the WHO you can create the WHY:
- Druid - Cleric
- Druid's heals are not nearly as strong and fewer in quantity
- Druid's armor is much less then Cleric's
- Druid's Support is far greater then Cleric's
- Druid's Damage is much greater then Cleric's
- Druid has some Crowd Control
- Druid has less HPs but a greater mana pool with Meditation
Now lets look at the suggested changes and how it would effect the Druid - Cleric comparison:
- Druid - Cleric
- Druid's heals are weaker then before building a larger gap in healing variance.
- Druid's armor is much less then Cleric's
- Druid's Support is far greater then Cleric's
- Druid has less HPs but a greater mana pool with Meditation
I KNOW THIS EXAMPLE IS NOT PERFECT, but I also know it's close enough to give you an idea of what I am talking about and what I am trying to understand. I also know it's a lot more work to quantify the shortcomings in comparing the WHOs, but honestly it just seems so much stronger a method to start with a solid foundation, then trying to nit pick small changes to random skills because in certain situations they seem/are to strong. In my mind the CLASS as a whole needs to be evaluated for it's intended purpose and then it's skillset needs to be balanced against the CLASSES that share it's design intentions, and we are not doing that.
Am I the only one who feels this way?