I really don’t know who wrote the class balance philosophies, but they do not understand consistent tone and it really shows the issues that exist. For classes that are not an issue, the tone is flat and points out traits everyone knows and addresses nothing.
e.g.
Ele
We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.
Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.
For the classes that have the most issues, being UP or OP, the tone changes to analysis of play and borders on argumentative.
e.g.
Necro
The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.
Thief
Thieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters.
Simple conclusion, it is well known which classes are struggling and which are not and the writer of the philosophies knows it. Personally I think there is a lot of denial going on at ANet about how well certain classes perform.
Let’s look at this one part of the Necromancer Philosophy:
They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.
Many classes have access to poison, more than half of the classes do, and we are not even the best at it. Also, all classes combine condition damage with raw damage, so that means nothing. Finally, our disables are, at best, average compared to other classes.
In fact, the philosophies only pointed out to me that they know the situation with the classes and while they believe class balance works, the understand that the community does not and as JS so clearly points out live: “We just need to teach others how to play sPvP.”
Hmmm, I wonder if that’s what the game designers at Tabula Rasa where saying just before they switched off the servers…
even MORE upset that achievements and titles where lost because they couldn’t attend.