Contemplations on the effort vs reward for the elementalist class
in Elementalist
Posted by: HostileSheep.7514
Part 1:
Lately I see a lot of complaint posts about the elementalist class. Firstly let me emphasise that I am not trying to shoot down the validity of these claims. The majority of arguments in these complaint posts are in relation to effort vs. reward. This got me thinking and this post is a codification of the reflections.
Let us assume class A and class B are balanced if played both are played optimally. However class A has a higher complexity. Now if we look theoretically on the complexity of a class then complexity pretty much burns down to more abilities and resources to manage. More abilities mean more options. Optimally more options can lead to versatility and adaptability. The price however is that with each option added the probability of making an error in terms of playing optimally is increased. If we assume that player skill is following a normal distribution, then statistically class B will outperform class A the majority of the time due to the fact that there is a higher probability that the player controlling class A will make an error. This will ultimately make class A seem weaker than class B as the player controlling class A will experience more losses on a statistical basis. This happens even though the two classes are balanced in terms of ability/power.
Now let us look at the advantages of complexity, namely adaptability and versatility. These are effectively diminished by the latest trend in MMORPGs that all classes should be equally qualified for all kinds of gameplay (aka versatility and adaptability). GW2 is not exception in this regard. Without taking a stance on whether or not this is a positive or negative trend it can be concluded that the major advantages of high complexity in a class is at a minimum if not non-existent.
The resource system for a class plays an important role as well. The role of the resource system is to place restrictions on skills that can be used and how often. In GW2 the rough break down of classes is either the class is CD based, or based on initiative. So we have thief mechanics or “the rest of them”. I know all classes have some unique features, but for most of them it is simply another special “CD” for a special ability. Overall the important resource is either general CDs or initiative. If we look at these mechanics, then initiative is the most versatile, and is the superior of the two. However this is of less importance regarding the analysis of the complexity of a class.
With above analysis in mind we can conclude that complexity is in reality a disadvantage. Thus if we assume all classes are balanced around optimal play then we can rank classes in “OP-ness” based on complexity. A rough break down could be:
1. Thief (due to superior resource mechanic)
2. Guardian
3. Warrior
4. Mesmer
5. Ranger
6. Necromancer
7. Engineer
8. Elementalist
Whether above list is spot in the real game is not relevant since the assumption is that all classes are equally powerful and only looking at the complexity. Other factors will naturally come into play if we go into more detail. But from a macro view the above list should hold true.