What is the point of a knight/chosen (hereafter referred to as k/c), it's role compared to the other two tank mechanics? The k/c is the support tank, the BG/IB gets tougher and better the more you hit it, the "lineholder" tank. The SM/BO have a chain of abilities that get better as they stay in the fight, the "linebreaker" tank.AxelF wrote:Look, in an attempt not to derail a thread any further I'll just reiterate that what I'm criticising here is not one class or one side - it's clear to everyone that KoBS/Chosen are over performing and they both affect and benefit both realms. Rather than taking that statement as a personal attack on your ability as a player, let's have a sensible discussion. A class on each side is over performing, this is not a 'nerf destro' or 'nerf order' issue, its a 'let's improve the game for the sake of everyone' thing. You've admitted yourself that they're over performing.
So taking as the start point for debate the fact that KoBS/Chosen are over performing, and accepting that once client control comes in the classes are due for an overhaul, the question is what can be done to balance them in the interim (assuming client control is as far off as generally assumed).
The two obvious options are reduce the number of auras at a time (promotes active, responsive play) or as you've suggested remove the debuff element - also viable but does nothing to change the very passive class mechanic into something more active - KoBS/Chosen will still be mandatory due to the insane stat buffs they would provide their party just by standing around.
What I'd love to see is all tanks being equally viable, opening up more options for group/WB composition. That can't happen when the impact of bringing/not bringing a KoBS/Chosen is so great.
The k/c's role is party support, his job is to cover the group, provide general protection. The aoe healer of the tank world, buffs not as good as the BG/IB, offensive power not as good as the SM/BO but able to support the whole party.
Now if you look at the buffs an IB/BG can give to himself and one other player, they far exceed anything the Chosen can do in terms of str, toughnes, willpower etc and all you have to do is get hit, talk about passive play!
The issue then with the k/c is twofold:
One: perception that the class is too easy/passive. I think this is a flawed argument, you have to keep with your group, know where to position, bring those auras into play. 30ft radius is not that big in terms of a fluid battlefield. Sitting "afk on a bo" does nothing.
Second argument is one of power level, this has validity. As stat boosts go they should be one way, knights would buff (orders) group and Chosen debuff (curse) the enemy.
You could balance via a flat stat increase that does not scale with skillpoints. With no points added the buff/debuff is 75.
You have to balance the aoe buff nature of the class with the fact the other classes get better, but more direct abilities or you'll just tender k/c useless.
Another option is to remove the stat bonuses entirely but substantialy buff the others and reduce Auras to just one with a significant cooldown.
Turn the aura into sonething akin to the Paladin from Diablo 2 for example.
This is the root I'd take, change the class nature entirely from aoe buffbot to the aura supporting the class only. But that route would be the hardest to balance.



