Hazmy wrote: Tue Oct 07, 2025 11:43 am
DPS is bottom-floor in what way? Because in a group-environment certainly not, and I think we have a really good variety of careers and specs that are very viable nowadays, even competitive.
DPS Tanks and DPS Healers are also unable to replace actual DPS spots in group play, except for a few cases in small-scale which is the result of the last major rework. DPS Tanks have better reason to complain than anyone else in the game as they have the least amount of, and least important content that they are viable for.
In solo content - yes - most of the DPS is bottom-floor. Personally im ok with that, but i think there is should be one exception - wh/we, because its their spot of "Solo Predators", which worked for them for years.
In 99% of other games, including RPGs, the tank archetype is unnecessary in PvP—they're essentially just DPS with a tank spec for PvE (like WoW). Here, tanks are incorporated into the core system in PvP. A "DPS tank" in dps way has less work to do because, surprisingly, they're primarily a tank, "a lot dps" is work for dps classes. The same can be said about healers, except that healers are relevant in almost all MMOs in PvP.
Hazmy wrote: Tue Oct 07, 2025 11:43 am
If you are specifically cherry-picking solo gameplay and 1v1s, which is an extreme case of specialized content, then you will also have to go to extremes to make it viable for yourself.
The main problem with this approach isn't that "then you'll also have to go to extremes to make it viable for yourself," but that Warhammer Online has always been a complex game where you could always get PvP at any level—casual, mid-level, professional (relative KEK), 1v1, 1vX, 6v6, 6vX, 24v24, 24vX, etc. Some of these brackets have been destroyed. Since we're discussing 1v1 here, I personally see two problems with this bracket:
1. The ubiquitous blob, which prevents normal action not only for solo players but also for anything less than a WB. And sometimes even a WB. Everyone stands in one spot in the zone, and in another there's a tumbleweed. And if it don't tumbleweed, you'll most likely be attacked by a WB that's running to join the main blob. That's why the WH/WE ended up on the sidelines of the RVR -they simply have practically nothing to do. Their element is solo ganking, reconnaissance, roaming with a few comrades, 6-man parties or fight 24 vs 24 in ST-party. None of this is needed in today's RVR.
2. Class imbalance and regen stat. While the class imbalance is more or less clear, regeneration is a bit more complicated. This stat may not be bad in itself, but in a game where there's a clear division between archetypes that can greatly stack defense or healing (did you hear about regen Shamans/Ams? About regen tanks?) or both, while maintaining good damage output, while others can't even come close, there will always be major problems in very small fights (1v1). And somehow, regeneration-based builds are always extremely "uncomplex" (I wanted to say "easy," but I thought someone might take offense) - a "kill yourself on me" reflect (riposts combined with parries, reflect potions, weapon procs, specialized skills for some classes), simply spamming 1-3 buttons...It's just some kind of coincidence.
Hazmy wrote: Tue Oct 07, 2025 11:43 am
Some classes will be better at it, because the game is not designed for solo and 1v1 content, nor should it be any priority as long as the game is facing major issues with large-scale balance, RvR Campaign Issues, SCs not working etc.
True. But "small" brackets still require attention. Or at least not to harm them, as was the case with 1vs1 regen items.
Hazmy wrote: Tue Oct 07, 2025 11:43 am
MMORPGs are not a competitive genre, they are not a MOBA, they are not a fighting game, but an RPG. Some classes will excel at more things than others - but not everything needs to be able to do everything and have a chance to win. Now for what WAR is designed for... which is medium to large scale PvP... every career is perfectly viable, except for WE and WH.
PS.: Even in the case of Witch Hunters, they are actually viable in Warbands, but the reality is that 99% of WHs don't know how to do that and it's not worth the hassle. Even then as far as I know this problem will be fixed with the DPS Rework so even they will have a fix spot.
Honestly, it doesn't sound very good. Firstly, I'm not a fan of the idea that all classes should be everywhere (each class has its own purpose, and that's what makes them important), and secondly, it smells like we're about to buff WH/WE's AoE and nerf their ST potential—yet another erasure of the archetype's uniqueness, which once worked very good before.