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Reader Comments (64)

Posted: Mar 12th 2012 8:41PM Yukon Sam said

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I'll go you one further; at least in a class/level based system, PvP, group raiding and solo play should ALL have different stats, skills and gear that make sense for the dynamics of that playstyle.

Posted: Mar 13th 2012 11:34AM erasor123 said

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+1 Perfectly said, sadly this kind of reasoning is just too much for some ppl to comprehend. Large numbers get ppl through the day, and at the end of lvling and getting gear, it they dont see their crits hitting for 11ty billion they complain...

Posted: Mar 13th 2012 11:36AM erasor123 said

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@erasor123

This should have been a reply to Zen in page 2, my bad
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Posted: Mar 13th 2012 1:43PM Haldurson said

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In any sufficiently complex game system, you simply cannot balance for both PVE AND PVP at the same time without making changes to one that do not affect the other.

Furthermore, game balance is complicated when you are talking about team play. If a class works great for soloing, but not so great in team play, (a very common occurrence nowadays) is that a bad or a good thing? Does that make the power unbalanced? Or is it simply a niche that has to be filled? Invariably, people will complain that they can't find a spot in groups, yet solo players may actually love the class.

My opinion is that balance is overrated as a goal to strive for. The guiding light should always be, not for balance, but to make sure that all classes bring something unique to the table that make them equally desirable, even if they are not equally desirable in every situation. Who says that every class really NEEDS to be as good at PVP as they are in PVE, or vice versa?

Rift was not a perfect game, but one thing they really got right was the class system. Multiple builds for each character allows you to have that perfect class for the particular situation when you need it. There's still balance issues, but they are lessened by the fact that if something doesn't work for a situation, you can always change it on the fly.

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