Post by Azherae on 2021-09-15 14:19:17
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If I, as a Cleric/Tank, have an Augment on my heal that raises the Defense or Damage Mitigation of my Tank, I am more effective by 'whatever percentage defense up they got' (assuming mitigation tank, not evasion tank).
If I, as a Cleric/Cleric, simply have stronger heals due to an augment, that raises my healing itself by whatever percentage bonus.
If I, as a Cleric/Rogue, have an Augment on a heal that raises the Evasion of my Tank, I am again, to some extent, 'more effective by whatever percentage evasion up they got' (assume any decently evading tank).
The list goes on.
But if I, as a Cleric/Fighter, don't get some sort of 'Higher chance of crit heal' or 'change in healing stat formula' or something from my Fighter Augment on my heal, then now I'm worse than the other three at 'healing and mitigation'.
So to me, 'balance' would be 'make sure Cleric/Fighter has Augments that help when applied to their heals', instead of 'treat Cleric/Fighter as DPS', so that they are mathetatically similar, not particularly hybrid, etc.
A good example would be that I see no current benefit to Cleric/Ranger with respect to 'amount of healing they can do in a normal situation'. Now, I don't consider that difficult to resolve, but let's assume things were to release without this being addressed, in this hypothetical world where the above are all true.
Now Cleric/Ranger is 'weaker' than all the others at healing. If it is fun, great. If you 'are a Cleric Ranger who wants to help defend your node from a Siege or Boss', though, now you have to find a way to make up that % healing loss with something else about your Secondary Archetype. If you are 'unfortunate' enough that whatever Cleric/Ranger offers you is not easily useful in those types of battle, then... well, you know the rest, you're the one who made the Hybrid Classes potential problems thread.
As for your point about MOBAs, maybe I only played the weird ones?
My experience is 'get into match, choose according to map and expected enemies, if you get build choices then you adapt those as well according to the situation, coordinate with others for positions if the opponent builds a specific way'.
And obviously if it doesn't work and you lose, you can just 'not do that again', or you can 'do it again and refine your skill at doing it'. But all you lost was a match, not your Node, Freehold, Caravan, resources. You didn't become 'less able to play the game the way you want', you only maybe lost some ELO.
"Losing half my gatherables because my teammate and I were playing Cleric/Ranger and Rogue/Tank and got facerolled because those two classes are 10% less effective than others in most 2v2 situations" is the outcome I'm looking at here. Will it frustrate people enough to 'conform to the meta' or 'quit the game'? I doubt it. Usually the response is just grumbling until negativity kicks in across some critical number of players.
So "We're not balancing for 1v1" (and by extension 2v2, lemme know if I need to explain the numbers) is a valid warning. You know what you're getting into with just base Archetypes, before we even get into 'potentially underpowered secondaries'. So, a little grumbling, people tell you 'well that's what you signed up for', and most people don't 'sign off'.
"Waiting 7 months for the Devs to decide exactly which nerfs they want to apply to OPClass11" in a game where the intent is to balance PvP and PvE more or less the same, though, would be rough.
Your first point, I didn't get. It sounded like you were saying 'Clerics will be happy if they can do great things even if they could never beat a Ranger in a fight'. That sounds like what they're making, you're back to just being disappointed at the number of Archetypes then, am I understanding correctly?