#0 - May 24, 2009, 3:50 p.m.
I ran across this comment a few minutes ago and it slightly disturbed me here is the quote:
" It’s because the equation doesn’t work that way in PvP. In PvE, if we nerfed a class by 5%, you might find that the class representation drops slightly. In PvP it’s a whole different ball game. Teams may choose to use other classes. Players who were dps spec may choose switch to healing. If a class is nerfed, the class it countered may suddenly rise. Balancing classes in PvE is like adding or removing helium from a balloon. You can make it go up or down a little. In PvP, all of the balloons are connected together through complex webs and you’re doing the tweaking in a wind tunnel. That’s not a cop out saying that PvP can never be balanced, but is instead my counter to the argument that “because spec representation rises and falls to such a degree that the changes are too extreme.” Even small changes can have extreme results in PvP."
This bothered me because I feel that this game should be about Progression and PVP. From this post from you am I correct in assuming that Blizzard bases nerfing/buffing of classes/specs based largely on PVP perspectives only and not PVE Progression? Any answer would be fine so long as it helps me understand the logic of basing nerfing/buffing solely on pvp QQ. I myself love the game simply because of PVE progression and feel that Blizzard needs to address the balance of the two aspects of the game from an even point of view.
