What kind of response is that? You suggest rogues are "mandatory", i refute that and even explained WHY that is not the case, and you just deflect and shift the goal posts? Seems to me you just have EXTREMELY limited experience in M+, or, just read something once and took it as gospel without looking into it yourself.
We're just gonna have to disagree there, classic's diversity comes in being able to use things you shouldn't be using or the unique things classes still have till this day (like mages having water and portals). Gameplay is largely homogenized in classic... and that's before you get into how disgustingly dominant certain classes are (warriors).
I would never use classic as an argument for what good class design looks like, as its an absolute mess. Revisiting that has just further emphasized how much of a mess it was.
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You're right, one presses chain heal while the other presses flash of light. Its really varied.
..and so he left, with terrible power in shaking hands.
The class design in Classic is pretty great. It’s certainly better than it is right now. There are balance and itemization issues at endgame, but that’s not class design. Every class in classic brings unique tools to the group, and those tools are not nerfed down to make them less valuable like any similar tools are in retail. For example, you say that mages still have water and portals. That’s true, but where are water and portals a valuable tool that substantial impacts your gameplay experience? That’s classic. In retail, the fact that travel and mana restoration are almost entirely mitigated as gameplay factor means that the utility abilities carry no value.
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Given that mythic is a fringe activity done by less people than pet battles, maybe we shouldn’t be balancing the game around those seven people.
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You really need to get your head around the idea that “varied rotations” and “varied classes” aren’t the same thing. Rotations are a factor, but your insistence that we all pretend that only rotations define a class is absurd.
"stop puting you idiotic liberal words into my mouth"
-ynnady
I'd honestly say that classes were far more homogenized in Classic than they are in retail. Classic classes are just one or two button rotations with the occasional cooldowns. In retail, classes have far more variety with what they can do. Classes in Classic also all feel the same in their archetype. so all casters feel the same and all melee pretty much feels the same.
It's horseshit cause I am speaking from Blizzard's perspective and explaining their Philosophy over the years. Homogenization started in Cata and it's in perfect synch with the decline of subs in the game. I tend to want homogenization in the game. I prefer fairness over uniqueness cause I strongly prefer pvp over pve. But, you're right BFA swung things way too far to the point that now I hate the homogenization. And, the fact is, even with Homogenization in full swing, there is still ZERO balance in the game. Matter of fact, the balance is probably worse on the pvp side of the game now than it was 10 years ago. We should go back to the rock, paper, scissors model from Vanilla and BC and just accept some classes will be better than others in some situations. Full throttle Homogenization sucks and somewhere in the middle sucks too.
This is a general problem in game design, and what’s shocking is that it’s a fairly well know and blizzard still fell face first into it. The problem is that you can “balance” things and then respond to that by tuning the game to that balance, and now you are back where you started. For example, you bring everyone’s DPS really close. Awesome, but now you respond by making content that’s so difficult that what seemed like balance before now looks like gaping chasms between classes.
The solution is vastly varying situational utility, something wow used to have. But for years they stomped that situational utility out.
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You proved yourself wrong. In retail classes have more variety... because they’ve been homogenized. Rotation may be the only valued aspect of class design in retail, but it’s not the only thing that makes up class design. This isn’t about rotations. This is about what classes bring to the table compared to other classes. Different rotations isn’t something you bring to the table.
"stop puting you idiotic liberal words into my mouth"
-ynnady
I absolutely hate what they've done to class design over legion / bfa to the point where I quit the game early into BFA due to burnout because of how much I don't enjoy the current class design.
Even then, its not even comparable. Class design in vanilla was horrendous, and classic just showed us again just how bad it was.
That's the point though, I a person who played mage back in classic don't see that as anything unique and varied or anything of the sort. It was mild convenience, its not good class design. Ohboy instead of having to take a flight path and wasting my time I can take this portal, or instead of buying water from a vendor I can get it for free! Woo!There are balance and itemization issues at endgame, but that’s not class design. Every class in classic brings unique tools to the group, and those tools are not nerfed down to make them less valuable like any similar tools are in retail. For example, you say that mages still have water and portals. That’s true, but where are water and portals a valuable tool that substantial impacts your gameplay experience? That’s classic. In retail, the fact that travel and mana restoration are almost entirely mitigated as gameplay factor means that the utility abilities carry no value.
Yes, combat is what the entire game and class design are built on... of course I'm looking at the classes kit when talking about class design.You really need to get your head around the idea that “varied rotations” and “varied classes” aren’t the same thing. Rotations are a factor, but your insistence that we all pretend that only rotations define a class is absurd.
I don't care that I can not spend money on buying water from a vendor and that mattering because they designed it so you run out of mana all the time. That's not enjoyable to me, that isn't good design.
..and so he left, with terrible power in shaking hands.
Ghostcrawlers "bring the player not the class"(Translation: Bring what does the most DPS/HPS instead) philosophy still stuck at Blizzard HQ despite him ruining the game in CAT, ruining league of legends, and being an incompetent developer no matter the game he works on.
They just refuse to move on from Ghostcrawlers awful design ideas. He also said "Being kited as a melee isn't fun" - lol, because being PvEd on the entire time by melee is oh so fun for ranged, right?
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And if you make a class do 10% less dmg than another, it's also sat. However, if said class doing 10% less brings UNIQUE UTILITY or has something completely unique no other class has, it's still brought and the player playing it feels useful despite being 10%+ behind in DPS.
Unique utility/abilities per class makes the game more fun, more balanced, and better.
Thats not even what people are complaining about on covenants.....FFS
its nothing to do with uniqueness, its with balancing concerns (corruption/azerite?!?) and being pigeon holed into one playstyle at the extreme detriment of others. There are plenty of ways to bring "uniqueness" to a character without effecting the combat power by such levels.
Like I said it's not perfect but it's what we got...do you prefer being forced to bring a class because of mechanics or free to take whatever? Not everyone is a DPS counter that requires everything for perfection. Like Mic said...they don't want you forced to bring a class or a spec only for a mechanic, if you don't have that class you can't pass it.
Neither are perfect, both filled with flaws...but the current version has a few less flaws.
Yes, that is exactly what people are arguing about.
Uniqueness is when different classes (or covenants in this case) have exclusive abilities and perks that are only available to them. Uniqueness is inherently unbalanced and causes some options to be objectively better and objectively worse.
People campaigning for making everything available to everyone are campaigning against that uniqueness.
It doesn't get much simpler.
Because "bring the player, not the class" has been their motto in class design for like 10 years. Meaningful uniqueness tends to force you into bringing a certain class, for example shaman would be mandatory to bring in raids if it was the only class with bloodlust.
"I don't care about it" isn't an argument.
"I don't like it" isn't evidence of bad design.
Mages had an exceptional amount of control in classic. That was their main niche. Polymorph was one of the most powerful abilities in the game. Their ability to slow enemies was unmatched. Portals and conjuring physically changed how you interacted with the world.
By comparison, warlocks had completely different strengths. They had more survivability and they brought different utility to the group. They were also throttled to a certain extent by soulstones, which impacted how that utility functioned. Instead of control they had amazing debuffs, easily the best debuff kit in the game. Their main control ability, fear, has massive downsides in that it sends enemies running to where they could pull other enemies. They did have the ability to banish demons and elementals, which was great in some circumstances but in others was useless.
All of these differences are substantive in classic. They make a huge difference in those these classes play.
And how would you describe the differences now? Certainly not in such stark and functionality divergent terms. Instead, you'd just describe different rotations that ultimately do the same thing, or appeal to marginal differences in ramp up time or other minute output differences.
There is a reason that I am appealing to specifics and you are going "WELL I DONT LIKE IT!"
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You are factually incorrect. Every single class in classic brings unique utility to the group, without exception. Everyone has things other classes flatly DO NOT HAVE. There is no such thing in retail.
"stop puting you idiotic liberal words into my mouth"
-ynnady
I mean no?
Warlocks had a lot more CC then mages for one bringing fear, charm, slows, and horrify to the table versus a mages poly, root, and either slow or stun depending on spec.
Class are far different now with vastly different rotations. There is more variety between a frost and fire mage now then there ever was between a lock and mage in classic. The same holds true with dest,demo,and affliction locks.
I would argue if your only taking a class because of a token ability that there isn't a real niche for that class to exist in. I think it all comes down to players wanting to feel special and unique again but you can't have that with base level mechanics. You need to make some massive mythic raider, mythic +25, glad legendary weapon that really separates players into a have and have not system for that effect to take hold.
I honestly don't believe it should exist and even something as basic as covenants has far to many negative effects on the game to be seen as a positive. Telling people to have 2 of the same class and hell even spec in order to succeed in both pvp and pve was a line blizzard should never of flirted with crossing.
The property would either have be removed from Blizz, or Blizz would have to be in some crisis where making this change is required to survive.
With most every class / spec having the same functions / abilities, Blizz is simply having to manage a large game of tic-tac-toe. This translates into a substantially smaller cost of doing business.
To go back to where they were, where there were defining characteristics of different classes / specs would require Blizz to manage it like a chess game instead. This translates into higher costs, and, like all other major corporations, Blizz's primary concern above all others is maximize profits. It is more risky to try doing things that may or may not increase the size of the user base, while it is very low risk to cut costs because cutting costs has a unarguable benefit to the bottom line.
And this works well in the short term, but in the long term, you have what we see today; a fraction of the user base because the game just isn't that great anymore, and there are better options that people play instead. 10 years ago, WoW beat out the combination of every other MMO available. Now, WoW is just one of many.
No, that’s exactly the opposite of what I am saying. I’m not saying to just reskin anything, but to continue to let classes do things like single target, cleave and AoE in ways that are reflective of their class or spec theme. It’s not just a reskin, but mechanics and resource differences, just like now.
I’m saying tune the numbers so each class has a chance to compete fairly using the tools they have, instead of how it is currently where some classes have the tools but the tools are useless because the tuning is bad or the mechanics are clunky.
Nothing you've said is evidence of anything beyond your own opinions as well so I'm not sure where you're going with this.
What? Locks have more control than mages in classic, and if you wanted to use any class as an example as having a control niche I would've gone rogue.Mages had an exceptional amount of control in classic. That was their main niche.
By comparison, warlocks had completely different strengths.
But even ignoring all that... are you implying that classes haven't had more diverse kits since classic in that regard? Or even now? Cause you'd be wrong.
The hand waiving combat and rotations, the core fundamental part of how you play your class / spec and really how you experience the entire game... as if that were some kind of side thing and not central to the character is just silly. I don't even know how to approach that.There is a reason that I am appealing to specifics and you are going "WELL I DONT LIKE IT!"
I guess it would be ideal for you though if I had to argue only specifically the things you care about in the game and not the big picture or the core fundamental parts of it that matter most to what we're talking about.
..and so he left, with terrible power in shaking hands.