True balance.
True balance would require that every class has the same tools as the others, at best with a different animation, model, sound or particle effect.
Or to look at it another way – true balance is having 8 character slots, and rolling whatever class spec you want to fight your opponents.
True balance would require that every class has the same tools as the others, at best with a different animation, model, sound or particle effect..
Thats what I was everything. To have it 100% balanced every class would be exactly the same as the others.
What flavor of warrior do you want?
Things that go BOOM
True dungeon balance would require classes and game mechanics to be balanced around dungeons, which is not the case.
Designing dungeons to be consistent with a fixed ruleset is the only viable approach.
True balance would require that every class has the same tools as the others, at best with a different animation, model, sound or particle effect..
Thats what I was everything. To have it 100% balanced every class would be exactly the same as the others.
I am aware of the obvious differences, but take a look at Starcraft – it was the first RTS to have very distinctive playable races, with a whole variety of different units, unit skills, mechanics, and all of that. Instead of just being a different flavour copied over and over (Dune 2, Warcraft 2, to vast degree C&C and its RA spin-offs), SC introduced true diversity in available playable options. It continued so in SC2.
It also happens to be one of the most balanced RTS games out there and one of the most – if not the most – important e-sport games.
As i said, i am aware of the differences in scale, game format, mechanics, projected goals, and all of that. But the SC example clearly shows that balance is achievable without going back into making everything the same or very similar.
Keep in mind, though, it does take some time to bring upon that balance. GW2 is still very young for an MMO, and a lot of its resources have been spent on living story and expanding the content rather than only balancing.
For the moment, my approach has been to slowly level up and prepare a character of every profession, getting some practice with several builds available for them (or, instead of having a zerker and a condi set on a necro, i have two necros, one serving as power, one as condition). As an effect, i do not have any legendary weapon despite having clocked over 3k hours since the headstart, i do not have WvW achis maxed out, nor rank 50 in PvP, but i had my share of fun learning all professions, with several of their playstyles; my current versatility also means i will welcome all and any balance news and metagame changes, and any status quo upsetting won’t upset me – if zerker is nerfed into the ground and conditions reign supreme in PvE, i will reroll onto my condimancer for dungeons; if a profession is made marginally useless in any format, i will set it for hibernation until it’s buffed in one patch or another.
I would certainly not like to see professions being ‘balanced’ so as to be virtually the same, with just minor flavour differences. It’s neither necessary nor healthy for the game, killing any diversity.