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 The problem with balancing by Representation |
07/29/09 02:16:34 PM
Patch 3.1.3
Lithmir |
All those warriors you are driving to
reroll are rerolling DK and Ret PvP facerollers, not feral and
paladin tanks. So while it may do good things for raid tank class
distrubtion, it is not a good thing for class distribution of the
overall game.
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07/30/09 02:04:53 PM
Patch 3.1.3
Ghostcrawler <Lead Systems Designer> |
This (kind of crazy) thread is
talking about two different things.
If warrior MTs are standing aside because DK OTs can handle the
fight much better, and this is happening for a lot of encounters,
then that's a problem. If it happens for a few encounters it's
probably not a problem and if the advantage the DK conveys is
modest, it's not a problem. This isn't an issue of how many warrior
MTs there are. It's an issue of whether one class has a much, much
easier time on certain encounters. DKs probably had too easy a time
on Sarth +3 and Vezax.
The second issue is: should we nerf warriors because there are so
many warrior tanks and we want other tanks to be more common? I
think most reasonable people, including us, would say that's a bad
reason to nerf someone. However, players also infer a lot of design
intent to our actions. We've finally gotten to a point where there
are 4 classes that can serve as your raid's MT. If we turned around
and buffed warriors a lot while nerfing the other classes, players
might mistakenly assume that we want the warrior to be the "real"
tank, which is certainly an understandable conclusion given that it
was the design for the first 3-4 years of WoW.
Now, where I think I lost some players in the thought process was
in a discussion combining those two issues (power and
representation). If druid MTs are so much better than warrior
tanks, then why don't we see more of them? Furthermore, why aren't
warriors stepping aside for druids on those fights where they are
currently (in 3.1 I mean) stepping aside for DKs? Maybe there are
just a lot of DK tanks because the class is new (and has at times
been overpowered). But why aren't there more druids if they are a
superior tank on many encounters? Do we nerf druids anyway, knowing
this will probably lead to there being fewer of them? What if they
don't really convey as much of an advantage as players think? Now
we've made an unpopular spec weaker.
Players sometimes (and often depending on the argument they are
trying to make) argue that representation equals power. There is a
correlation there, but it's not 1.0. These things are rarely black
and white. I think sometimes some players try to distill everything
down too much into rules like this. You can't feed variables into a
computer and have it spit the right answer back out at you. That's
not intended to be a criticism of player logic powers, more of an
explanation of why we sometimes might view things
differently.
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07/30/09 04:25:20 PM
Patch 3.1.3
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
Because feral DPS is OP on live.
I understand your point, but you're setting up a situation where
groups can't get Feral tanks to make their jobs easier because the
Feral players are having too much fun being cats. I think guilds
would find a way. DK damage has been OP at times, but that didn't
seem to drop the number of DK tanks out there.
Likewise, you could argue that bears just aren't fun to play. But
players argue warrior or paladins tanks aren't fun to play either.
Even if bears were just terrible to play (which I wholeheartedly
disagree with), I still can't imagine that guilds would just suffer
with a gimp tank instead of finding one.
I think more is going on than that.
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07/30/09 04:40:23 PM
Patch 3.1.3
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
Representation shouldn't count AT ALL.
---> Your role is to make every tanking class the most "equal"
possible
---> Our role is to play the class we enjoy.
That's not actually true from our perspective.
Our job is to make the game fun. For many players, that means
balanced, but that's not sufficient to make a fun game and various
factors are more or less important as well depending on the
individual player. Some will pick the most powerful class. Some
will pick the most fun (for them) class.
Representation counts because it is often indicative of other
things going on.
I'm just not comfortable with the following logic: Guilds are
replacing their warrior MTs with overpowered death knights. Guilds
are not replacing their warrior MTs with overpowered druids because
druids are somehow not fun, hard to level or do high dps as cats. I
don't find any of those reasons satisfactory or in some cases even
true. It makes me wonder if maybe the druid advantage doesn't
manifest itself as well in encounters as it does on paper.
I also think the whole phenomenon of MTs getting replaced is vastly
overstated, but it still makes me curious about what exactly is
going on.
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07/31/09 12:30:38 PM
Patch 3.1.3
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
Min-maxing guilds will always take the tank that has more
mathematical survivability than the others. It is who they are.
They live for the top tps, dps, hps and mitigation classes.
Yet we know that’s not true. Many of the guilds generally
held by the public to be top guilds tank all bue perhaps 1-2 fights
with a warrior. Yet if you came into these forums without a lot of
game experience, the conclusion you would draw (recently – it
varies from patch to patch) is that they are horribly gimping
themselves by doing so. Established guilds have established players
who have made a lot of investment in their characters. They will
switch if forced, but only if forced. I've said this before, but if
we made an encounter where say a paladin in cloth gear conveyed an
enormous advantage, these guilds would have one within the space of
a week. Some of these guilds do things many of us would never dream
of doing, like re-glyphing and re-specing for every boss, or even
swapping tradeskills halfway through a raid. If druids made their
fights significantly easier, I think these guilds would use them.
Druids got some use on Sarth, but not as much as DKs, and we
haven’t seen nearly as many druids in Ulduar. They are good
for say Thorim hard with Unbalancing Strike.
Q u o t e:
And that's the crux of it, the example GC keeps going back to is
Druids and there is a notion we are OP on the forums and on paper
but you don't see those very guilds using us in droves like they
did DKs, even on fights in which we have an exceptionally strong
advantage. People have come on and said because we aren't fun but
that would make no sense for such min-max type guilds.
Yup. And I still don’t find the “Druids aren’t
fun” argument compelling. Plenty of warriors and paladins
want their class mechanics changed too. I’ve tanked with a
bear. It doesn’t want to make me claw my eyes out more than
say Shield Block and Heroic Strike carpal tunnel from Burning
Crusade. I think all of the various things players have mentioned
in this thread about how druids can be improved have some merit.
But I don’t think that makes them so unplayable that guilds
wouldn’t flock to them if they made fights significantly
easier.
Q u o t e:
Because we bring it up all the time. Every time a new change
comes in, the sky is always falling around here and it sounds like
every guild is running out to get their new "god mode"
paladins.
Meanwhile, in reality land, things go on. A few guilds replace
their tanks. Probably some top guilds, too. Most guilds only change
tanks when things happen like the tank gets a job or gets married
and can't come on Thursdays or whatnot. I've seen tanks get
replaced because they do better dps in their offspec than the other
tanks. A lot of guilds will actually acknowledge the shift in
tanking power but just grumble about it.
Quoting Communism too.
Q u o t e:
So lets say after 3.2 (after you nerf DK tanks), DK tanks are still
getting more representation than other tanks. Are you gonna keep
nerfing DK tanks again?
It’s not a question of how many DKs there are. There are a
lot of DKs. They are new, relatively polished, have a cool starting
experience, and get to skip over 55 levels. We would nerf them if
we saw respected guilds swap out for a DK tank on numerous
encounters because they felt there was no other way to approach the
encounter. If it’s one fight, it’s probably not that
big a deal provided the disadvantage isn’t crushing. If
it’s a lot of bosses, then yeah, that’s a problem. I
don’t think that will be a problem in Coliseum for DKs
though.
Q u o t e:
You are correct, that was indeed Ghost, he was discussing BM
hunters vs. Survival/Marks. He said they didn't have a problem with
Surv doing more damage because its a harder spec to play
well.
If the easiest spec to play also does the highest damage then
it’s kind of a no-brainer. It’s also an issue of spec
more than class, and pretty much only an issue for pures with three
damage-dealing trees.
Q u o t e:
THE issue is Death Knights (STILL) being overpowered.
Just because they've been nerfed a bunch, does not mean they're
anywhere near a level of balance. They're totally, completely
overpowered in every possible facet.
They make the best tanks. They can lead dps. They are the easiest
pvp class, and arguably the best.
“Many players will disagree with me, but they are all wrong.
Me: right. Others: wrong.”
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07/31/09 12:30:46 PM
Patch 3.1.3
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
All I have to say is that the class discussion panel at Blizzcon
should be interesting. Don't be surprised if you guys get heckled
and/or have some hard questions come your way during the Q & A
session. This expansion has left a lot of people with a bad taste
in their mouths, especially among tanking players.
Yeah, tank balance was so much better in Molten Core and Sunwell.
Oh wait…. :)
There are definitely some PvE balance problems we still need to
solve. But I would try to keep things in perspective. PvE balance
is probably closer than it has ever been in WoW’s history
(and I won’t make that claim for PvP balance). It’s
fine to say “Here are some things that could still stand to
be improved.” It’s over the top to say things are
horribly broken. I understand the way to get your voice heard on
the internet is to be over the top. You won't find that as
effective here.
Also, if you’re coming to Blizzcon to heckle, I kind of thing
you’re wasting a big opportunity.
Q u o t e:
Every single fight in Ulduar is done easier with either DK or Feral
Druid in 3.1. In 3.2 every fight is done easier with a Paladin or
Feral Druid. This is not relegated to only a "few" fights, if that
were the case you would see guilds swapping tanks for progression,
which they don't. They use their DKs.
The problem is guilds aren’t actually doing that. I can
understand why you might have that impression from reading the
forums. Some guilds are doing it, no doubt. Yours might be. But
overall most fights are still tanked by warriors. So it’s
easy to make the argument that the advantage can’t actually
be that significant in reality. I'm not saying that argument is
correct. But the argument that an on-paper DK and druid advantage
has not at all killed warriors is harder to counter.
Q u o t e:
The reason I think ppl aren't flocking to druids to tank is simply
what a few above me have said, why would a druid who's toping the
meters be asked to tank, in other ppls eyes this is a dead
class
I still don’t buy that. DKs have topped meters too, and I
think we have evidence that if one tank is clearly the best that
many guilds will find a way to get that tank. I don’t want to
turn this discussion into Ferals aren’t fun, because I just
don’t think that’s the issue here. (I also think Ferals
are fun, but your mileage may vary.)
I don’t buy that a spec can be so not fun that nobody will
use a clearly overpowered tank. That’s not the way WoW
players tend to behave. If we make a tortuous dps rotation, players
will adopt it in order to maximize their potential even if they're
cursing us all the while. If farming consumable conveys an
advantage, players will do it, even if it kills them.
[ Post edited by
Ghostcrawler ]
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07/31/09 12:56:08 PM
Patch 3.1.3
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
You mean the instance you had to add a zone wide aura to because
druid tanks were so much better than warriors and paladins?
editing because i hit enter instead of shift
Yet most guilds still used warriors as the main tanks in sunwell
even though druids were clearly superior at that time.
Are you arguing Sunwell had good tank balance? If not, then
you’re sort of agreeing with me.
Q u o t e:
The problem is that you're assuming, with this post and pretty much
all the ones before it that you've posted, that people only play a
class for a role if the discrepency between that class and the
other classes capable of that role are not huge. That's not true.
There's many many reason already pointed out for people to stick to
their class despite overwhelming disadvantages. Not the least of
which is sentimental value, which really has no way of being
quantified. There's also gear, achievements, experience, etc. Maybe
some people just like the gameplay of one class over another?
That's why you can't use class representation as a reason in any
sort of argument in an argument about whether or not a class is
balanced. Balance may correlate loosely to representation, but it
doesn't cause it. There's a significant difference. Saying that
people haven't started switching to druids en mass doesn't mean
druids are not overpowered. Saying that warriors are still a highly
represented tank doesn't mean warriors are okay. It just doesn't
work that way.
I agree with all of that. I've tried to say as much in several of
my posts. Representation is a variable and you over-interpret it or
ignore it at your peril. There are a lot of reasons players would
or would not choose to reroll. That’s not really something we
try to get into too much. Some players really like trying out
different classes and some are loyal to a favorite. There
isn’t a design intent one way or the other as long as
they’re having fun.
However, I still don’t think that completely answers the
question for why guilds wouldn’t switch to a tank that would
offer them a clear advantage. You’re kind of suggesting that
raid stacking isn’t a problem because some players like to
play what they like to play. Yet we have plenty of past evidence
that guilds will replace gimped classes with more powerful ones.
What makes this case unique?
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