Let me preface this by saying that balance is very, VERY SUBJECTIVE.
I’m only hoping to develop the balance dialogue beyond that “class x is OP because of mai totarri objectiveness. I am bestest player and still ’sploded.”
Profession and build becoming similar to “identity.”
The absolute biggest problem with profession balance to date is by and far the lack of willingness to learn and experience new things. There is nothing wrong with playing one profession, people have a tendency towards familiar things. There IS something wrong with calling something “overpowered” without properly understanding it. In the first place what is it overpowered compared to?
Whether it be in this game or otherwise, it will almost always be worth learning to walk in another person’s shoes “for more than one meta-build.”
Utilitarianism balancing versus balancing for “high-end” play.
Yush. Big word.
This is the balancing of the game in an attempt to create the biggest lump sum of happiness for the community versus balancing the game as the strongest/fastest/smartest see it.
While there is the need for the game to remain in a state of “perfect imbalance” in order to nurture the people that keep believing in this game’s potential for competition there is the inherent belief that everyone that plays should be able to enjoy themselves doing whatever they enjoy doing. Building on this there should be profession builds that should be accessible to everyone including the mobility impaired. Builds such as the current berserker longbow ranger and the previously adrenaline refunding, healing signet + stances warrior are a necessary for this game to remain inclusive.
As many a sylvari NPC will say “All things have a right to grow.”
Even so, there needs to be SOME sort of moral dessert yum (deserving) behind any type of game play balance.
Improving the player versus improving the profession.
Often, people have an inherent belief that the person that works the hardest, that expends their utmost effort should earn what is equal to their just desserts. This is hardly the case, whether in the game’s economy or elsewhere. Nevertheless it is an attitude in game balance that is the most likely to yield an environment where respect for others can develop. Whether it be Dodging/interrupting/otherwise countering an opponents key cooldowns/attacks or understanding your opponents builds better than they understand it themselves, or animation canceling into a five hit combo or counting all of your opponents cooldowns these should be expected of people that wish to play to their best. There need to be options that are high skill-cap if the game wishes to grow. For example animation canceling lightning whip was something that would’ve excluded many less endowed players but was something worth leaving in to allow elementalist players the chance to grow. (This could’ve been balanced around.)
tl:dr
- Walk a mile in something other than someone else’s “meta-build” before judging
- There is a need to remain an inclusive game while balancing.
- Let there be high skill-cap builds! Raise the performance that is expected of players, NOT of builds.
My biases:
Main:
- No static discharge, berserker explosive combo engineer since 2012 beta weekend 2 (It threw ONE GRENADE PER THROW back in the day folks.)
- Late 2013 Champion Hunter with a berserker longbow build + spirit ranger in 2014 when i got annoyed
- I can name every skill I’ve ever gotten rekt by on seeing it (just about every one)
- I like counting your dodges + stunbreak(s) (I hardly survive long enough in a fight for this nowadays)
- I played/won/lost many SC1 Lost Temple ladder duels before succumbing to the joys of Cat vs Mouse
edit* grammar
(edited by Lycoris Virens.6801)