Toldavf wrote: Sun Jan 13, 2019 8:14 am
Mara isn't a stealth solo ganker. In fact it's solo dps specs are kinda aweful.
1v1 situations are never considered when it comes to balancing, only 6man and 24man scale matter, IIRC.
Whether WE/WH are good at solo ganking is irrelevant, as that is only a sideshow of the RvR campaign and you don't really even help win scenarios by doing your own 1v1 fights while rest of your team goes for the actual fight. (just like you don't balance dps healers whether they pwn people in 1v1)
Slayer/Choppa, well played, should be doing similar AoE dmg as WE/WH, since the base dmg numbers between Flury/RS are somewhat similar, and taking into account both classes having their own ways of boosting their dmg, the difference should be varying between 100-300 dmg unless somehow being played wrong. SL/CH however have medium armour, and need guard to stay alive in the frontlines. WE/WH have light armour, and really also need a guard to stay alive at frontlines. (similarly like any other light armor tier class needs a guard to stay alive at frontlines)
Mara has very solid 6man spec, and amazing at 24man
Slayer has decent 6man spec, and pretty good at 24man
Sorc/BW can do their ST dmg for 6man, and best at 24man
Choppa has decent 6man spec, and well, tries something in 24man but at least has AoE options plus limited utility.
WE/WH, have good 6man specs, and now somehow quite absurd 24man spec which consist of doing ST and then maybe once every 10 seconds launching a finisher.
As said above, Stealth is plus minus zero "gain" in warband fights. So the question remains, what is the logic behind these changes, where WE/WH lose their AoE output and gain in stead of that a new mysterious morale drain/gain on a finisher - something that is located in a spec that doesn't help with your usual ST dmg doing (BAL-EW and WB-SS) - but also doesn't justify bringing a WE/WH into a premade warband.
Also I am not not "baiting" anything or anyone, my tone is perfectly neutral when it comes to questioning some of these latest changes.
One of the worst aspects of live servers were the lack of balance when it came to classes and their viability in different aspects of the game, some were left to be too good at 24man, some classes were left too strong for 6man - and some classes were left too weak for 24man and some were left as too weak for 6man.
Here however you have freedom to ensure different path of future balance that tries to ensure that classes do not have to remain "awful" when it comes to performing their roles in different aspects of endgame pvp - and while they might not be the best pick for WB/6man, at least have valid spec for said level of gameplay so that choosing the class is considered always a net benefit instead of having to judge that picking said underperforming class would be considered too high of a lost opportunity cost.