Class balance in PvP in regard to Conquest

Class balance in PvP in regard to Conquest

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Posted by: Nero.8623

Nero.8623

Different matchups will be harder for x class when they are at y skill level. This is how it works. At different tiers of skill there will be harder match ups, and there will be easier match ups. Low level thief vs low level mes— theif wins majority of the time. High level thief vs high level mes barely even comes down to fighting the majority of the time— its all about the thief pulling the mesmer back to their point.

The games class balance isn’t nearly as out of whack as many people think it is. Everyone for sure faces challenges across different skill levels, and while there are many buggy traits/skills in all classes ultimately the game is based around conquest currently.

Conquest is entirely about map movement, communication, and more importantly knowing what your opponent IS doing for the purpose of know what your opponent CAN’T be doing.

In 5v5s with good teams in paids it is entirely about all of this, and quite honestly while each profession has different roles to fill, with good players balanced teams (aka teams without repeat roles/classes) can succeed based off of good synergy communication and understanding of basic strategies and trends in meta.

Coming on the forums and complaining about class balance is the easy way for people to deal with a loss. Examining your team’s decision making and figuring out how to respond/what to change next time after a loss without angst is the more difficult and constructive way to deal with a loss.

This is a team based game. Examine what you are given and make the most of it and win— or get a defeatist attitude come on the forums, complain, and keep losing.

Class balance in PvP in regard to Conquest

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Posted by: Zinwrath.2049

Zinwrath.2049

I think the real problem is the large amount of “traps” in the game. For example, a player might see an ideal trait and go up and grab it not realizing it is bugged and thus offers no benefit. This is an example of a trap trait (necromancers had a end trait that weakened them for choosing it that was only fixed with last patch).

There are also many sigils that are just simply weaker and runes that are simply not good with any build. Some utility skills are broken or do not work effectively.

What this comes down to then is the illusion of options. But because of the many bugs and imbalances with those options you end up with a lot of “traps”.

A player may choose broken skill, bad rune/sigil, bad/broken trait and be punished for it unrealizing why. Even some of the amulets are simply not that good in 99% of scenerios.

So, your going to have a lot of angry players feeling the imbalance that does exist due to these problems. We could argue that there are certain perfect min/maxing of traits and runes/sigils that you MUST have to be good, and its the players responsibility to go online and learn these and research what is broken or not working etc etc. Or you could acknowledge that most players simply do not want to do this, and feel that it should be self explanatory and traits/utilitys/etc should do as they suggest they do.

End point, the game is not balanced due to too many broken or under powered options that leave too much room for mistakes. Obvious solution would be to fix the bugs and slim down some of the options on these broken/weak abilitys/traits/sigils/runes untill you CAN afford the time to fix them. Since neither of these are happening anytime soon…or atleast they havent shown to be getting done in a timely fashion….your going to have a lot of angry people, for a very long time.