#73 - April 30, 2009, 6:08 p.m.
Q u o t e:
The simple fact is, they view CC and CC breakers in a vacuum. They are not equal, they are not the same numerically, and some classes CC breakers actually make them more susceptible to being chain CC'ed or chain stunned.
Some classes are entirely dependent on a 'perfect rotation' to prevail, others seem able to just spam mash tier CC's and stun lock people out of anything.
So while the OP did take GC's comments out of context, the CC in this game is too much for some classes, to easy for some classes, to complicated for others, and too reliant on 'perfect play' under 'perfect conditions' for others.
It is NOT balanced... not even close. You can't just toss classes up on a spread sheet and count the number of CC's they potentially have vs. one another, and I think thats pretty much how it is right now.
I'm going to quote this because I think it illustrates a common misunderstanding between some players and the developers. Forgive me for paraphrasing here:
Paragraph 1: Different classes have different CC, CC breaks and susceptibility. Totally agree.
Paragraph 2: Some classes are more dependent on rotations. Totally agree.
Paragraph 3: CC is easier for some classes than others. Totally agree.
Paragraph 4: Therefore it isn't balanced. Boom. Here is where we disagree.
Balanced does not have to equal identical. In fact, if it did then the game would almost certainly have a lot less depth. All of those players saying "Too much homogenization" are talking about this exact issue. Yes, we could make sure every class had a fear, a fear break, a stun, and a stun duration reducing talent. Even if you don't go that far, we could make sure all stuns have the same cast time, range, duration and diminishing returns. We don't actually want that, and I believe a lot of players wouldn't enjoy the game as much with that design (even though they may be campaigning for it now).
Making classes identical or even very similar makes the game easier to balance. Nobody is arguing that. It also makes it boring.