#87 - July 18, 2009, 9:14 a.m.
Q u o t e:
5) Blizzard has to be incredibly careful with warriors or they risk making them clearly dominant again. Backsliding all the progress they have made in tanking representation.
6) Blizzard also has no good excuse to not make warriors (or any other tank) on par with the rest. The Warrior population is not going away and should not be a tool for measuring balance.
I buy your point 5, but not your point 6. If warriors were terrible or not fun to play, they would drop fast. Players will stick with them out of loyalty to a point, but only to a point. I don't think you can argue the opposite though - that lots of warriors means they are overpowered. However, if they were overpowered, that would lead to lots of warriors too. Logic is fun.
Q u o t e:
Leveling up a druid is probably one of the worst experiences in the game, according to most people I talk to anyway. A paladin only being slightly better. A lot of work has been done to ret to make it into a extremely good damage dealing tree. Which makes leveling one both fun and fast.
Wow, I disagree. I found leveling a druid to be much, much easier than leveling a warrior once you get cat. My warrior leveled on a stack of health potions and a high repair bill. Paladins are trickier, because they have some really nice benefits and some really slow aspects of leveling. I will leave you with the tidbit that paladins are the least likely class to be abandoned at low level. What does that mean? I'm not sure I have any idea.
Q u o t e:
That said, druids have been nerfed EVERY single patch in this expansion. This is not QQ. Its just a matter of fact.
It's a curious fact though. It argues that we never nerf them enough because we keep having to do it again and again. Does that mean we have a double standard and are too nice to druids?
Be careful trying to use facts like this to prove anything. Number of nerfs or number of patches nerfed are not very informative values.
Q u o t e:
I think the answer is very simple to be honest. If the spec is overpowered, even if absolutely no one plays it, it should be nerfed. Same if a given spec is underpowered. One's performance in a raid should not be dictated by how many other people play the spec. What I'm trying to say is that over power and under power are entirely independent from popularity.
I don't think they truly are independent though, not by a long shot. I can understand that viewpoint from a pure game design standpoint, but I also think if we gave druids a 25% dps buff and it stuck that you would see players flock to them in no time. This is more true of PvP than PvE, but I still think it's true of PvE. We saw rogue numbers decline in 3.0 when they were underpowered and they have since returned. Now maybe my hyopethetical example above never actually happens, but I sort of suspect it does.
Q u o t e:
If we're talking about cutting-edge guilds, and the community generally agrees Feral tanks are better, the first reason can't be it- most of them would prefer the better tank class. The second reason is plausible- an existent tank could reroll to the better tank class, but he's giving up his epic loot, his epic flyer training, his four "Gigantique" bags and his Traveler's Tundra Funmoth. And for what? So he can, after a lot of work, be part of the overpowered class du jour? When you have no idea how long that overpowered-ness will last, it's a risky investment.
It is an interesting phenomenon that some of the most cutting-edge guilds are the least likely to change. Now, they certainly have the resources and mindset to change if that's required. If we made a boss that could only be tanked by a mage with a half Arcane half Frost build, they would mysteriously produce one. But they tend to be conservative. They have their roster and they know what works for them. If their traditional MT can beat a boss, they will probably do it that way, even if another tank would give them an advantage. They would only use the advantage if they couldn't beat it the way they wanted to (and this does happen). For less than cutting-edge guilds, they might see more of a benefit in switching tanks. And yet... these guilds are also the least likely to be able to attract amazing players with good gear of other classes at a moment's notice, and they are likely to see a much bigger improvement just by tightening up their game than they are by chaning their roster. This is why I often say tank balance doesn't have to be perfectly equal. It just has to be close enough.