#doubt
In fact, I'd go as far as saying that this approach automatically undermines any approach to intelligent and interesting design, and further that history has shown that it while MMOs all eventually homogenize to improve balance, every time they de-homogenized (granted, less examples, few MMOs live this long) is always when player feedback was the most positive. Moreover, if we are to look at non-MMO games (whether that's relevant I can't judge) then we can also see that balance is not at all important, and often actively unwanted.
Players want to make plays that are inherently unbalanced. The key is not to balance things, it's to provide equal opportunities for each side's unbalanced moves to dictate combat so that everyone gets to feel OP roughly as often as everybody else.
Hence me saying above that this ought to be fixed on the combat and systems side (providing equal opportunities for a widely divergent class design), not on the class/job side where the only wat to provide a semblance of balance is by homogenization. Granted, the former has two big flaws:
* Homogenization is much much easier, cheaper and faster. MMOs aren't done out of fun but for a profit, so naturally this solution dominates independent of whether it's actually better or not.
* A divergent class system balanced by opportunity naturally homogenizes something else: Encounter design, specifically. It's a trade-off, like everything always is.
Also you'd do well if you stop constantly harping on about Picto, because it strongly undermines your argument (but that as an aside). The job is OP, but not as OP as you always imply, which is blatantly obvious to everyone and hence reduces much of your other arguments. You would be better off using a job that's relevant in a discussion about class balancing vs class homogenization, like tanks as a whole role and Warrior in particular, or Dragoon and Viper for melee, stuff like that. Casters in fact are a rather bad role to pick for this, since they're actually somewhat different in gameplay.



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