Quote Originally Posted by caspergrey View Post
I think that it is acceptable to have one role more effective in one situation, but less effective in another.
General effectiveness is what I was referring to, not situational effectiveness. Purely by dint of having different mechanics, CDs, and the like, any two classes within the same role will be most effective at different situations.

Both should be viable in all situations. Of course no ONE class should be universally more viable.
"Viability" is a binary aspect: either you're viable or you are not. *Effectiveness* exists on a sliding scale, however. All classes should be viable in all cases and equally effectively, in general. Viability exists as a minimum level of performance for any piece of content. Effectiveness exists as a comparative assessment of performance between multiple classes in the same role.

Also some players will prefer higher skill cap classes. War definitely has a higher skill cap, so as a result you will get a bad war more often than a bad pld. But I'm not convinced you take that away as long as the same result can be achieved by both classes at max player skill.
There's actually a very strong case for high skill cap classes to actually perform *better* than low skill cap classes: the better performance exists as a reward for playing at a higher skill level. It shouldn't be a *massive* difference in performance, but it should still be there simply as a reward for the higher risk contingent in playing a higher skill class.