The drive for balance has always been a fun-killer in multiplayer games. Developers need to simply accept that the cost of making things interesting is some amount of imbalance, but I'm dubious that is coming anytime soon with SE/CBU3, as they're seemingly focused on greater retention from the recent influx in new players (a group I'm part of, fwiw), whom at least SE seem to perceive as casually inclined rather than simply new and lacking in experience.
They seem to believe that the class fantasy is what pulls people to play certain jobs, or play at all really, and the primacy of that belief needs to die before they're likely to differentiate jobs mechanically beyond the same portable class fantasy.


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