Just want to hear you opinion on that. I'm really curious why Blizzard still just doesn't want to balance the 2's bracket. It is a lot more casual friendly compared to the other brackets and the Blizzard guys themselves have stated that there seem to be a lot of players that enjoy that bracket. So why is there that arbitrary decision to balance PvP around 3v3?
From what I remember Blizzard stated that they are baiscally not smart enough to come up with an idea to make healer balanced for both brackets simultaneously, because if they can be killed efficiently by 1 dps (in 2v2) they will die way to fast in 3v3 vs. 2 dps.
However, from my point of view it is just a major design flaw to decide that one type of class (healer) should be able to compete with 2 other players of the dps class. This makes healers too powerful in general, which is a problem that easily shows up in other PvP areas outside of 3v3. In BGs it is a major disadvantage for example if your team has too few healers.
So what would be your ideas to balance both brackets at the same time? So here is what I would do:
- The general design idea about healers should be less about "keeping people alive" but more about "delaying peoples death".
- The general sustained DPS of DPS classes should be lower than currently with respect to peoples health pools
- The general healing of healers AND dps classes should be even lower than that
- The general burst DPS of DPS classes should be a lot higher than currently
- The burst rotation of all DPS classes should require a great deal of setup, no "easy" CD's like Paladin wings or Feral Incarnation, more like Demon Warlock playstyle (building up Fury, requiring enemy to be stunned, cast time nukes), which has lots of counters
- healer mana should matter again
The general pace of the game should be that if both teams just dps each other everyone's health levels should slowly go down. Skilled players will be able to create burst windows though, to blow someone up very fast. But as said above, setting up such bursts should be hard and not just pressing and instant ranged stun button and popping a burst CD after the enemies trinket is down.
If no team is able to get a successful burst kill the game should either end slowly (because health pools should go down in general even in presence of healers) or one healer should run out of mana, speeding up the process.
With this desing 3v3 would be faster in general of course because health pools would go down faster. But because of the burst opportunities, skilled players would be able to end a 2v2 game fast, even in healer + dps vs. healer + dps. The low sustained DPS and hard to obtain burst would also make sure that 3v3 doesn't end too fast by just overwhelming the enemy healer with damage.
Maybe this idea won't work at all, but what are yours to make a balance between 2's and 3's?