Community Balance Quantification

Community Balance Quantification

in Profession Balance

Posted by: Dondagora.9645

Dondagora.9645

The purpose of this thread is to understand the general and specific views of people regarding each profession and see how each class is balanced in as close to a quantified manner as possible. Please speak for only classes you yourself play. Also, please do not partially fill the form out. You can do just the General information or just the Specific or both, but not half of one, or else it creates data easily misinterpreted. If I missed anything that should also be applied to the data, please tell. Each piece of data is in a format of 1-10 or 1-5 in which 1 is the least amount of the attribute while 10 is an abundance and easy access to the attribute.

[Class]

———General———
Damage: [1-10]
Mobility: [1-10]
Control: [1-10]
Damage Mitigation(Armor, Evade, Stealth, Condition Cleansing, etc.): [1-10]
Support: [1-10]
Utility: [1-10]

———Specifics———
Melee Direct Damage: [1-10]
Ranged Direct Damage: [1-10]
Boons(To Self): [1-10]
-Fury: [1-5]
-Might: [1-5]
-Retaliation: [1-5]
Melee Condition Damage: [1-10]
-Bleeding: [1-5]
-Burning: [1-5]
-Confusion: [1-5]
-Poison: [1-5]
-Torment: [1-5]
Ranged Condition Damage: [1-10]
-Bleeding: [1-5]
-Burning: [1-5]
-Confusion: [1-5]
-Poison: [1-5]
-Torment: [1-5]

In-Combat Mobility: [1-10]
Out-of-Combat Mobility: [1-10]
Boons(To Self): [1-10]
-Stability: [1-5]
-Swiftness: [1-5]

Hard Control(Daze, Stun, Knockdown, etc.): [1-10]
Soft Control(Chill, Immobilize, Cripple, etc.): [1-10]
-Chill: [1-5]
-Cripple: [1-5]
-Immobilization: [1-5]
-Weakness: [1-5]
-Vulnerability: [1-5]
-Fear: [1-5]
-Blind: [1-5]
Indirect Soft Control[Punish]: [1-10]
-Poison: [1-5]
-Torment: [1-5]
-Confusion: [1-5]
Boon-Stripping/Conversion: [1-10]

Health: [Low, Medium, High]
Armor: [Light, Medium, Heavy]
Evasion: [1-10]
Stealth: [1-5]
Condition Cleansing: [1-10]
Self-Healing: [1-10]
Boons(To Self): [1-10]
-Aegis: [1-5]
-Protection: [1-5]
-Regeneration: [1-5]
-Vigor: [1-5]

Boons(To Others): [1-10]
-Aegis: [1-5]
-Fury: [1-5]
-Might: [1-5]
-Protection: [1-5]
-Regeneration: [1-5]
-Retaliation: [1-5]
-Stability: [1-5]
-Swiftness: [1-5]
-Vigor: [1-5]
Healing[To Others]: [1-10]
Other Support: [1-10]

Fields: [1-10]
-Dark: [1-5]
-Ethereal: [1-5]
-Fire: [1-5]
-Ice: [1-5]
-Light: [1-5]
-Lightning: [1-5]
-Poison: [1-5]
-Smoke: [1-5]
-Water: [1-5]
Finishers: [1-10]
-Blast: [1-5]
-Whirl: [1-5]
-Projectile: [1-5]
-Leap: [1-5]

Community Balance Quantification

in Profession Balance

Posted by: Rym.1469

Rym.1469

Half of those are invalid.

When we’re to judge, we need specifics in this game, full build, not a profession.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

Community Balance Quantification

in Profession Balance

Posted by: Dondagora.9645

Dondagora.9645

Half of those are invalid.

When we’re to judge, we need specifics in this game, full build, not a profession.

True, these won’t speak for every build, however we can speak for the whole profession if we only look at the accessibility the profession has. For instance, mesmers don’t have a great amount of OOC mobility. However, with the right build, weapon set, or gear it is possible to gain that OOC mobility. This is, let’s say, average mobility. Now, we can look at, let’s say, elementalist and see a greater ease via weapons, utility, and traits in gaining OOC mobility, and thus it will have a higher standing in those terms.

So this is more like class/profession raw data rather than ranking one class above another, which would require analysis of specific builds, as you say.