Has ANet learned enough from their experience updating the Eng class to do a better job when they ‘improve’ other classes?
Over the last two patches ANet spent a chunk of its development resources updating the Eng class. Unfortunately, rather that delighting the Eng community the response is closer to general disappointment (except for players of the one surviving core build: Elixir/Might stacking/conditions). Specific problems have been:
- Deleting the Eng’s popular and only burst build
- Balancing that nerfed a lot of popular but only marginally powerful builds out of existence
- Buffing neglected abilities, but not enough to make them useful
Overall, few of the buffs that were delivered were good enough to be useful, many popular builds have been nerfed to insignificance, and most Eng players now play or are moving to variations of the only significant build that wasn’t nerfed. The result: Engineers are now more homogenous and the class is arguably worse off than it was before the changes.
The Dev team will no, no doubt, have moved its resources onto one of the other classes. Will they make the same mistakes? Or have they learnt from what happened with Eng class? Hopefully ANet consider their performance updating the Eng class to be poor (disappointing results for the effort applied) and have taken time to see what can be learnt from the experience.
There seem to be three key deficiencies in the way changes to the Eng class were developed:
- The class forum contained the detail information required to make the changes work, but this information was not used
- Too much importance was placed on abstract design philosophies (e.g “that’s too powerful for a 10pt trait, and we don’t move traits”; “Eng’s aren’t a burst class”)
- Changes were not trialled with the community before being finalised and committed to the game
Here’s some suggestions that may help when developing future changes to ‘unfinished’ classes:
- Accept that you don’t know how to finish the class (if you did know you would have done that already) and you’ll need help to get it right.
- The player community are your best guide for how to improve the class – listen to them they know what they’re doing. (This applies not just to selecting which aspects need attention, but also to determining what has to be achieved to make each aspect work in play.)
- If the player community says it’s important, its important – ignore this at your peril.
- Adapt your design philosophy to work with how players use the class (not the other way round)
- Test changes with the player community while you still have time to modify or abandon them
- If you don’t have a public test environment, then allocate resources to rebalancing changes after release and build this into your development process
- Err towards over-delivering on buffs and have resources available to wind them back if you’ve overdone it. (In this environment there is a psychological tendency to be over cautious when delivering buffs. An inadequate buff is a waste of effort, whereas an overly generous buff is easy to wind back or reverse if required.)
(edited by Zenguy.6421)