Most of the 'big' questions have been posted. So I wanted to ask a bit more in-depth about class balancing (as this was proposed in the most recent PM letter).
Firstly, the below is a good point and should be taken into account.
Also important (!): If you decide to nerf any classes, then do it at the same time as you introduce the new patch/cap. Preferably not before, but certainly not after. Right after a new cap is when players are starting to make their new gear, so this is the time that you should have had your rebalances and players had the chance to decide in which class combo they want to invest their time and money. Last thing you want to happen is making a new set of equipment for a class that is later altered significally.
My questions :
1. Are you going to take into account player feedback before making changes? (the last balancing patch was 'fixed' about 2 weeks after release since M/W became so OP)
1.1. Will class balance patches be tested in a development environment in relevant conditions (endgame dungeons and pvp) to avoid unexpected consequences?
2. Is class balance going to be simply a function of skills, or gear/dungeon design?
- I believe that merely adjusting skill values ('brute force') is a poor way to balance classes as it doesn't fix the fundamental issue for most classes : their elite skills are poorly designed or just way worse than normal skills. Likewise, if you buffed non-elite skills to make a 'weak' class viable (e.g Warrior), a specific combo may become extremely overpowered (w/wd).
- Would you consider balancing via dungeon design? (e.g some bosses have lower mdef than others, some bosses have lower pdef, some bosses are burn, while some are tactical). This would make a wider range of viable classes without nerfing combos to uselessness.
- Would you consider balancing via gear? (e.g making unique gear pieces that may only be beneficial for single combos at a time, meaning players would play a greater variety of classes and spend more time/money creating more gear). Dreamland went some way to this, but f.e the weapons there don't have crit chance - which makes those classes super weak in the latest content.
3. Are triple stats going to continue to be a 'thing', and if so, are they actually going to be obtainable?
- Triples can make quite a big difference for some combos, yet to get triple stats on all your gear pieces is extremely difficult due to their scarcity. I believe players would pay a significant premium to obtain these, but they are just too rare.
