wonshot wrote: ↑Tue May 05, 2020 11:13 am
....
What do you think?
Cool thread. Since you cited up tanks first, let me summarize the obvious briefly.
IB - outdated class, ancient as the dwarf race itself, that literally received 0 improvements or changes (not sure if its good or bad, looking at knights...), but the mechanic is extremely outdated, the numbers are overwritten by a simply knight aura. Also, being one of the only class that deals physical damage type only, the armor creep hit the class extremely hard. LOTS of people play IB's in hope's to be the next Volgograd, but those times are long gone alongside with conq level gear and this comes with disappointment. Currently you can't debuff a destro mdps below armor cap anymore. The class simply needs tweaks with it's flat numbers. I have written several proposals about this, none of them was heard I think. WB viability was always a problem of this class, that should be looked at too imho.
Knight - devs just nerfed this class hardcore a few months ago, honestly what did we expect? It's pair, the chosen is a SUPERIOR dps machine now in small man thanks to the spirit damage type tactic AND the fact that destro has 4 classes that can debuff spirit damage, while Order has only the knight's own measy aura to debuff elemental resist for -130. Is this an overlook or intentional, I can't figure out, BUT knight supposed to be the physical dps, hence was Runefang weaponskill ingredient AND precision strike. So now we have a badass tank who is same unkillable in wb play AND also does top dps in small man, versus a nerfed tank who does no damage in any spec... and we are wondering why ppl tend to chose the first class? It has NOTHING to do with aesthetics, people simply shelved their knights in disappointment. +15% healing sounds nice, it's dogshit compared to chosen's arsenal as a class.
SM - Aesthetics are a problem here, I mean a tank class in skirts only? Besides the numbers are ok here, but lack of a single target punt makes it not desirable for small man, while its damage is not near on the BO level, no self morale pump, etc.. again, a huge disparity in balance.
Tanks are only the top of the iceberg, a symptom only. The REAL reason is how the game plays out now as more and more people figured out that on one side you can get along with minimal organization and with semi-organized warbands reach extremely good results, while on the other side you need pixel-proof-elite-movement-timing-everything-perfectly-always play AND then you still can't be sure you can win due to certain skills, such as:
- Choppa pull... in a game with collision detection and physical tank-body lines, this skill is gamebreaker. I mean even with your best ever movement, EVENTUALLY you will get pulled. And what the player/class needs to do for this? Push 1 button... no positioning, no reaction, no class resource usage, nothing. Just a button push. Not hard to imagine why one side is easier to play. This totally breaks most tank lines on pugs/semi-pugs, hence Order loses all non fully organized warband sieges. All of them now, without exception.
- Morale imbalance... this was described countless times. It doesn't matter which side can do 15% more damage or healing generally, when the time comes (exactly at 40 seconds in an encounter), even semi-organized destro pugs can drop their pumped morale, this is what we are witnessing in recent city sieges now, it's so easy to practice on destro that now almost everyone can do it. In tight spaces like in city, order simply has no tool to counter it in any way, except for movement, but then look at the previous point... morales are deciding most battles and Order has a super hard time here. This should be the top balance topic imho (I'd honestly remove all drain/pump from classes... the only way would be to achieve morale faster should be with gear +morale only... boom issue solved and suddenly balanced for all ides)
- Extremely overtuned melee SH's... a class/spec that has huge dps/hugesurvivability/hugeutlity in a single build... I mean wtf... possibly super fun to play, but really balanced?
Maybe there is some more. Sadly, I can't list anything on Order side that has such a huge effect on the overall gameplay and balance, while there are some borderline OP skills, most of them has huge drawbacks (like Rampage resets your class resource to 0, hence you do **** damage for the next 10 seconds... an often overlooked "side effect"... or the often cited op WL damage, balanced with shitty survivability and requires active movement to be good).