Tklees wrote:2h most definitely lags behind SnB at the end game just due to the tanks lack of survive-ability for little to no real benefit dps wise in most cases. Something should be done about that in the long run imo.
If you want to determine the balance of a class, you must consider the following attributes:
- How much offensive potential does the class have
- How much defensive potential does the class have
- In what way does the defense restrict the offensive and vice versa (if you imagine having a number line with the numbers 1-10 on the left and right side, which represent your defense resp. offensive, and in the middle a 0, the question is: how would it affect the ratio at one side if you'd manipulate the other side?)
Those are general things you have to define before you strive for further deliberations about balance.
A few facts referring to the mentioned points above:
1.) Tanks in general are the strongest archetype in the game due to their large amount of CC and the probably strongest ability in the game "Guard". On top, they have both an insane high defensive and offensive potential. Depending on your playstyle and personal preference you'd have to choose between offensive and defensive. Going for one will of course sacrifice the other. That's exactly how it works for every class in WAR unless you're a marauder; but that's a different story. If you choose to go damage, you can still have all the CC a melee can't have and you will never lose guard!
2.) Tanks don't have the dual wield option; 2h will always deal more damage than SnB since it grants extra dps which can be converted into strength. Also it's both the strongest Burst and sustain dmg source a tank has access to.
3.) Additional to their ability to use a 2h they have the possibility to maximize their damage output by abilities/tactics such as Greataxe Mastery, Etherdance, Crimson Death, Attack Speed Modifier (which are in general a lot better on 2h than on DW/SnB), Rending Blade, Mighty Soul, Stab you Gooder and multiple more. Granting a player the possibilty to use one of these without any restriction would lead into a huge imbalance.
4.) Taking a two-handed tank over a SnB tank for your group is a matter of preference; If you choose a two-handed tank you usually lack damage which you try to compensate by having more damage on your tank whereas a SnB tank provides utility and is able to support his team better than the 2 handed one. Does this automatically make one worse? No, just different.
Tklees wrote:The "proc problem" as I am going to call it, DW having many more could be addressed by having procs on work on main hand AAs and restrict offhand AAs from causing procs if possible? would reduce the gap in procs to just attack speed.
If we assume having a character, who is able to wear both a 2h and dual wield in the endgame at a 1050 str cap with the following stats:
DW: 60 DPS | 1,7 Speed 2H: 82 DPS | 3,9 Speed and let him DPS for 1 gcd (where we assume a guaranteed offhand swing), 5 seconds and 10 seconds with a 46% chance to proc his offhand swing, you will have the following outcome (considering that you ignore both crit & mitigation):
2h (1gcd): 729
DW (1gcd): 421
2h (5s): 1458
DW (5s): 1263
2h (10s): 2187
DW (10s): 2106
as you can see, the longer the fight gets, the more effectiv dual wield will become. Having an additional chance to to proc a proc on a proc is not that kind of a big deal compared to 73,16% more burst damage in the first gcd, 15,45% more damage after 5 seconds and still 3,85% more damage after 10 seconds. I don't see any point to nerf either DW nor to buff 2h.
The WL is an awesome example for how good burst damage already works and i think i explained quite well why we shouldn't change anything at this point.
Tklees wrote:10% parry strike through is seriously not that big of a deal.
honestly, it is! getting behind your enemy is a l2p issue, preventing your enemy from getting behind you is a l2p issue too, in the end skills will get parried.
Tklees wrote:wth is parry strike through going to do?
you claimed to know that it is not a big deal above but yet you don't even know how effective it is or how it will affect the balance? nice one..
Tklees wrote:What classes are going to really be hurt by loosing 10% parry to one mdps that is build around burst and currently has horrible AP problems (even when addressed they will still lack any form of reliable CC compared to their mirror which is a CC bot)? The answer is none.
it is not about one class but about 8. also your mrd/wl comparison seems to be more than weak. i can't neither see how marauder is a cc bot nor do is see HORRIBLE(!) AP problems on the WL.
Tklees wrote:When we are looking at balance the bias simply needs to be taken out the the equation and 90% of the playerbase here seems to lack the ability to do that when talking about these subjects.
When we are looking at the balance we have to make sure, we know what we talk about.
Tklees wrote:Its disappointing to me that things like this get shelved due to the opinions of such players
it's disappointing for me that people still trying to get a change implemented when they don't know its extend.
Tklees wrote:because at the end of the day this is an alpha and we are testers and the server pop isnt going anywhere if the adjustments that are made are incremental.
and that's why you want to bother the devs with an "issue" like that?
Tklees wrote:Its ignoring balance issues for years that killed the old game.
wow.. if this is ignoring a balance issue which killed the games i'm done here.