Almost always, skills that are 'nerfed' in PvP were also somewhat broken in PvE. bringing them into PvP brought this to light. I personally have never seen an ability nerfed in PvP that was not also broken in PvE. so when i see people complain about it, their credibility decreases in my eyes.
Tanks are notoriously hard to balance for PvP. unlike PvE you can't force anyone to attack you, and tanks are meant to take damage. thinking long term, paladin as it is makes sense. i think you just have a beef with PvP environments. if tanks do too much damage, they are inherently broken because they have high survivibility. but if damage is too low they will just be ignored. PvP games like league of legends balance this well, because most tanks have high amounts of CC or big bursts on long cool downs or snowballing sustained DPS. PLD, as it is, is currently is balanced for PvE. i agree it is the class that needs the most amount of work. but for all intents and purposes it functions fine. it just needs some usability tweaks. For things that matter i still see PLD requests over WAR. so overall i feel PLD is in a good place in the hands of the right players. PLDs skill curve is definitely higher than WAR.
PvP balancing can be done easily: as soon as you enter the field there is a global buff (possibly specific to class) to level the field. for damage, the biggest factor is level. so capping levels is a must (unless the formulation changes). easiest thing to do is make a buff that changes this value in the calculation to a static number, so only stats affect damage received and damage done. of course sometimes an ability itself is broken, so a global buff will not help with this. so the ability needs to be adjusted.
Playing other MMOs gives a very good basis for figuring out what good PvP is and what bad PvP is. so it has EVERYTHING to do with it. if they don't do research, you can expect the PvP/PvE balancing to be a great deal worse.
really i swear some people do not think things through. . .


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