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Originally Posted by
Erit
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Originally Posted by The OP's Question
(So, those discussing broader game health, there's this idea I heard from somewhere else that I'm not a fan of but before even discussing its merits, I have to ask... would tanks completely lose their shit if some 5% of their damage were given instead to healers so that it's not an outright rDPS gain to replace healers with yet more tanks?)
I am obliged by both self-interest and common conscience to reply with "unask the question," because the foundational premise is faulty.
Which premise? That tanks are increasingly replacing healers because the devs refuse to give enough outgoing damage and insist on giving enough total sustain to tanks that healers are increasingly a redundant lower-rDPS inferior alternative to just taking more tanks? That balance at this point has more to do with tip-toeing around egos than taking simpler, more direct solutions for the game's broader health? That making it less rewarding to get rid of healers still won't be a sufficient solution (but not one mutually exclusive with any other change, either)? Which?
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Because punishing the successful to satiate others doesn't come across at all as the petty vengeance of the spiteful, no siree.
Role A, which already provided greater unique and general value than Role B takes further of the unique and general of Role B. Role B wanting it back either part they had before (rDPS or the unique ability to meet healing checks) is "petty vengeance of the spiteful". Noted.
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Increasingly pushing savage, and now Ultimate, raiding as "the done thing" has the same problem as the upward trend in map sizes not being matched by a similar trend in total content to do in those maps
Mate, we can't have decent breadth or challenge outside of Extremes, Savage, and Ultimate specifically because of the imbalances that are far, far larger outside of those pieces of content, not because of what little content hasn't been problematic. Nor does the difference in balance between, say, dungeons and Savage have anything tf to do with open world's map sizes, in spirit or otherwise.
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More prudent to balance the minoritarian content with reference to the entirety of the game
By all means then, balance Ultimate "with reference" FATEs, dungeons, MSQ scenarios, or whatever the hell "the entirety of the game" is supposed to be as it would somehow pertain to balance despite disparate content types. What do you honestly expect will come of that? Concretely, what is the imagined benefit? And why do you honestly think it would, if "balanced" in that manner, occur as imagined?
I'm all for more job flavor, but (A) let's not pretend that someone else wanting your favorite job to be only as valuable as any other in their favorite content type is some sort of vindictiveness or that (B) the difficult content is necessarily as accepting of imbalances as purposely content easy. In both cases, decent balance is a requirement for the content type's potential to provide an engaging space for all jobs, not something opposed to that engagement, as the "flavor" otherwise instead becomes variance merely in viability. That's true for both jobs within the same role and those roles as taken against each other.