Take the time to try the stuff we are mentioning on the test server.
I would spend more time there but really not much to test out on my chosen, i just get to see how badly my guy gets torn up in the scenarios with the dps coming out the wazoo. Now if you made some other changes more focused on overall balance, i would.
/assist is a huge hot issue here, and it would be perfectly simple for you guys to disable it for a bit and see how that does on the test server.
This goes for other suggestions here also. Put them on the test server, get the info you need and make a decision on it. No reason for this to be a big long winded post when it is simple.
Yeah, if /assist had of existed in EvE:Online it would have turned into even more of a zerg fest. At least as it was people had to listen to the fleet commander and attack the correct target, which gave a benefit to fleets who had a semblance of discipline.
But you will never get rid of the assist train while targets are hard to kill. The only reason /assist isn't the strategy used in real combat is because most of the time one guy can easily kill another guy, you don't see /assist in FPS. I think that is what they are trying to achieve by boosting DPS, make it so it is about who "shoots first" and luck, and then there is no need for the assist train (except to AoE).
I think they done it because when you got 50+ raiding your keep you can assist in the takind down the right target in the red sea that feels the screen
They should have looked at a pure PvP game like Guild Wars (yeah yeah a lot hae mentioned it but its the truth).
Balance only comes if you give the same tools to both oppositions and let the player choose how to use them.
i.e.
-IB and Grudge, give BG exactly the same skills and mechanics since its the mirror. Different names offcource.
-BW/Sorc, same skills, period.
-etc. etc.
If you have 10 characters "5 good vs 5 bad" with the same mechanics, same skills, same tools you leave it up to the players/teams to use them as they like and win or loose, thats how you balance a PvP oriented game. Let the player decide.
I don't see how this is relevant to Guild Wars, each class was very unique in that game and had 2 hundred odd skills.
I think it would be a terrible idea to mirror the classes, when balance is very well done in GW without mirroring anything.
In fact this is not called a PvP game but a RvR game, where the overall balance across the careers is meant to be equivalent.
Each class was unique, yes, but both teams had access to every one of those classes. Thus if there was a powerful ability that Mesmers had, either team could choose to bring one or more mesmers.
As opposed to WAR, where if there's a powerful ability that (for instance) Ironbreakers have, Destro can't choose to bring Ironbreakers.
Remember though, most of those skills were somewhat pointless, some were just copies of others with different names and you could only use eight skills at a time (seven if you always carried a res). Besides, the balancing wasn't that great either, and the PvE/PvP skill split could have been handled better.
I can't say much for balance in WAR as all I've ever seen in PvP/RvR is a certain person dying a lot. Well, and a lot of Bright Wizards and Witch Hunters.
Edit: Patient Spirit was my best friend when I Monked in Guild Wars
Many people on these forums are complaining about spike damage and how it needs to be reduced. I remember my GW Guild were constantly getting annihilated by air spec wizards using lightning spells to decimate our ranks with spike damage. The situation was comparable to our current problem of Bright Wizards.
Our solution was to use the skills available to our advantage. Lay down plenty of spirits that raise everyone in the areas hp by X amount, including the enemy. Stack our ranks with mostly melee DPS with including hammer spec warriors. What this did was make the spike damage less of an impact, causing our healers to have more time to heal those being targetted. Our melee DPS would whittle them away easily
IMO there was always a tactic you could use to counteract a given strategy. I dont believe this is the case currently in WAR.
click wow gold, buy cheapest wow gold now!