This blog is basically a look at how balance has changed over the seasons and IMO got ruined with Cataclysm taking it a few steps too far, bare in mind this was written back in late WOTLK.
In any competitive game, we've
come to expect a degree of balance. Throughout E-sports there has
always been little imbalances between things, an example being the
map layout for DotA/HON slightly favouring the Scourge/Hellbourne for
bottom rune spawns for a while, or ZVX on a close posistion spawn on
Metalopolis. In TBC we had druids being the superior healer for
nearly every comp due to moblity and lifebloom being fairly broken,
in WOTLK we had the same situation where druids became incredibly
tanky towards the end, In Cataclysm it looks like we're heading the
same way when resilience increases and HoTs become more effective
(think about, druids were okish/bad in s1/5, good in s2/6 and
progressively better from there, having them being good in the first
season doesn't look great for the later ones). The issue with this is
that the philosophy of balance has headed in a completely different
direction with the introduction of 'all 30 classes/specs must be
balanced'.
Disclaimer: This is ignoring
obvious things like druids/pve gear/WLD being over the top in S4 as
it's more meta-game related and none of these things were that
ridiculous other than glaives in S3, funny how the last season of
every expac is ruined by PVE gear.
One of the biggest ways to
balance things is via assumptions. In TBC you could fairly accurately
assume some things for the high tier comps -
1) It will have a
hunter/warrior/rogue for MS debuff
2) It will have either a
shaman+paladin of some spec or solo priest/druid or double healer of
some kind
3) Every class has 1, maybe 2
viable specs so there's little variation here to be taken into
account for
(arms/sub/affl/frost/mm/resto/resto/holy/disc/shadow/muti/demo/ele
and maybe enh, anything else was rare).
Now how did these contribute to
the balancing?
1) Allowed blizzard to balance
healing around the presence of the 50% MS debuff and balance caster
damage around this, this is a key factor in why wizard cleaves were
not half as bad to deal with as while people did run MLD, it was more
of a pressure comp than a 'lol u globaled m8' comp. This also made
CC'ing the MS user far more effective as it would allow the debuff to
drop off and then big heals could land.
2) I don't remember any top tier
comp that had a solo paladin healing, many were either double healer
or with an ele/enh shaman because of how much warlocks would destroy
them if they didn't run some kind of cleave with tremor totem (curse
of tongues being 60% contributed a lot to this). What this allowed
the balance team to do was to assume a high end comp would have
either a druid or a priest as the solo healer with both classes
having very different roles/playstyles within the teams.
3) Simple one here, less
variables and synergy means less possible comps, having more
possibility with 30 classes/specs makes balancing a nightmare, could
anyone see a 30 race RTS working?
Because of the ability to work
off of assumptions it made balancing the viable stuff far easier and
with a few changes it could of been very close to balanced. Now in
WOTLK we had the first taste of 'everything must be viable'. This
spawned abominations such as prot healing paladins and even DKs of
which were far less fun to play against than the immortal druids of
S4. The MS assumption still remained though but damage started to be
looked at as if there was no MS, giving birth to the ridiculous
caster cleaves of late WOTLK.
Now
entering Cataclysm, none of these assumptions apply anymore. MS makes
so little a difference that not only is it not required, CCing the MS
user is practically pointless. This leaves healing in a bursty state
and means that every class has now been balanced around having stupid
damage rather than a 50% healing debuff that can be negated with good
play. Looking at it like this I'm fairly sure that removing MS was
not exactly the best of ideas as it was also one of the biggest mana
drainers when it was 50% (and good teams played around the 50% debuff
to conserve mana, this isn't possible now). I don't know about you
but I'd rather see healing doubled in effectiveness in arena and the
MS changes reverted, yes people won't be able to run random comps
like feral/ret/priest but
being able to run random comps like that and do ok is part of the
problem because it's nearly impossible to balance when you have the
best part of 200+ semi-viable comps to take into account for with
very little assumptions being able to be made other than 'they have a
healer'.
Just
a little finishing point, many games with large amounts of characters
(e.g Street Fighter, Smash Brothers, MVC etc.) opperate by a tier
system. The tier system pretty much puts those 'feral druids' (i.e.
Sakura in SF4)
http://www.eventhubs.com/guides/2008/oct/17/street-fighter-4-tiers-character-rankings/
into a lower band of characters and leaves it at that, not to say
that they don't get used because they do by the people that like
them, just not often in high end competitive play which is far from a
bad thing. As long as every class has at least one viable PVP spec
not only would it be better for the game, it would be far better for
balancing the game and putting it back in the realms of being
competitive again.
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