Get comfy folks, this is gonna be a long one.
Every game development studio has it’s own philosophy when it comes to balance, in recent years PvP balance has generally been broken down to 3 pillars; skill floor, skill cap, and skill:reward (how effective you are able to be at skill floor vs skill cap). Some questions that I like to ask myself when considering these pillars are:
- Is what I’m doing harder than what my opponents doing?
- Is what I’m doing more effective than what my opponent is doing?
- How hard will it be for me to improve the effectiveness of what I’m doing to the point at which it’s effectiveness caps out?
- How does the level of maximum effectiveness divided by the level of difficulty to achieve this cap compare to that of my opponents? (does e1/d1 = e2/d2?)
In Guild Wars 2, the main problem I see with the philosophy behind ballance is that it caters to minimizing the gap between skill floor and skill cap (likely unintentional, but toxic to individual skill progression).
One of the best examples of this is the Engineer class, recently the 100 nades build was nerfed through the ground -and while I agree that the skill floor of the build was too low to match the reward that many players were getting from utilizing it (1 shotting ppl), nothing was even done to attempt to raise that skill floor, or to reduce the efficiency of it at lower skill levels (like reducing grenade barrage hitbox, or making it so that people had to face targets when using magnet or else it gets interupted like necro’s dagger 2), instead the entire trait that made this build possible (kit refinement) was redesigned. Meanwhile Thief d/d backstab build (25/30/0/0/15) is able to accomplish pretty much the same results at an even lower skill floor, but has a much lower skill cap (and likewise a mildly lower reward at this cap).
There was only 2 or 3 engineers that were using the 100 nades build effectively in competitive play on NA -and they were just BARELY able to make it work in their teams, but in casual play they were able to completely dominate (aoe globals). I actually did a survey on balance with almost every competitive NA player a few months back about balance (I was going to write an article, then folly said something that made me reconsider how I viewed balance & the state of balance in GW2) and the majority of them (like all but 3/>20) laughed at me when I asked them if this build should be nerfed.
This is the problem with the philosophy behind balance in this game -it limits skill cap:reward ratio so that the lower skilled players can have a shot against the skill capped players that have been playing 1000’s of games with the same build.
A game with a pvp focus on being competitive should not limit the correlation between skill progression and increasing reward -if anything they should promote it. Keeping cheese builds for new players to mess with is fine (bs thief i’m looking at you), but bring back builds like tact strike, lower the hitbox on it and increase the cast time -do whatever you have to do to challenge people, but make it possible to achieve those crazy rewarding results like super daze lock, even if it means they have to play it for 1000 games to become efficient.
This “class” skill floor-skill cap minimization is fine in MOBA games like LoL, because good players will get fed and just run around 1 shotting people anyways. But skill in a moba isn’t the same thing as skill in an mmorpg; in mobas you rely almost entirely on superior positioning and pve variants like last hitting more creeps than your opponent, or killing a boss to get a buff in order to win. In GW2 positioning holds much less importance – it is dynamic (changes based on what’s happening during the match), whereas in mobas it’s static (not changing), even in a global sense you have to be careful not to extend too far because you could get ganked or hit by a tower or by mobs (YOU’RE ALWAYS HAVING TO WATCH WHERE YOU STEP, so to say). The evolution of the single matches between these 2 genres are also polar opposites; where games in LoL progress at a linear rate (0-20 mins: early game where both teams just farm creeps, 20+ = mid game where buffs become contested and small skirmishes occur, then there’s a late game when everyone has their item builds completed and 5v5 team fights begin to take place), matches in GW2 move at a more dynamic rate (fights in varying numbers are always occurring at different points of interest, point distribution is changed based on outnumbering or outplaying).