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Posted by: Agemnon.4608

Agemnon.4608

and how I believe it should go. No, I don’t mean a gimmicky and artificial, “Do more damage and take less damage from X class” but rather overall organic mechanics and skill sets (some of it is already in the game such as Necro beats ranger, guardian beats thief, etc.) and classes that would fall outside of the immediate range (counter and countered) should be roughly 50/50:

Elementalist>Engineer>Guardian>Thief>Necro>Ranger>Mesmer>Revenant>Warrior and we come full circle to Warrior beats Elementalist.

Agree or disagree? (Note: this is for ideal soft counters for overall balancing purposes not if you think it’s actual) I agree in general, if a thief for example specializes in standing a chance against guardians he’ll lose some of his overall core competency for that specialized purpose, as in yes that guy won’t counter you as much but with a trade off. Thief and ele and ranger and ele should be 50/50 in this diagram. I also think potential elite specs should stay true to the (my imagined) formula as well.

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Posted by: Razor.9872

Razor.9872

It really isn’t quite as simple as that. For example, a Tempest could be a standard bunker, but then maybe the meta could shift and it turns into a dps role. Or depending on how your Guardian is built, it could be strong vs some professions, or weak vs others, etc…

It is true that a “soft, hard-counter” exists between different builds, but knowing how to rotate and pick your fights is -part- of the key to the game.

NSPride <3

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Posted by: Ross Biddle.2367

Ross Biddle.2367

It’s to simplistic because our PvP modes are team based. So bringing X to beat up Y might work in that equation, but if A B and C are there, it’s likely X will not be a viable choice, and therefor it’s better to take Z since he can provide something while not having to worry so much about A B and C..

Which is pretty much the way things are now, and why there’s zero diversity.