Hi all,
I would like to use this thread to discuss balancing PvP & class advantages and disadvantages. Below I have posted a few graphs that a few of us created after PvPing a bit… (a mix of all different classes as mains).
This is the conclusion we came to:
Definitions
Manouverability - Ability to move around whilst attacking or healing. (10 is most manouverable)
Self heal - Ability to heal themselves. (10 is highest ability to heal self)
Group heals - Ability to heal the party. (10 is highest ability to heal party)
Burst damage - How hard the dps can spike in a short time period. (10 is the hardest possible damage spike)
Damage consistency - How sustained damage can be over a longer time period. (10 is the highest damage consistency)
Defense - If the armor is made of diamonds or paper (10 is the highest defense)
Melee damage - The amount of damage that the class can deal within an arms length away from another player. (10 is more melee damage)
Range damage - The amount of damage that the class can deal out of melee range, given damage boost thresholds are dependent to class (10 is highest range damage).
Quickest to learn - How much time it takes to learn the class (10 is shortest time).
Plus
most average on damage across burst and standard damage rotation
Minus
least manouverable
least defense
no self heal.
slowest to learn.
Main observations
- People feel annoyed that the Runemage spell visuals are desynced with their client and visa versa this increases the potency of runemage spells.
- People are frustrated with the lack of manouverability that runemages have.
Plus
Great self heal
Fair Burst Damage
Tanky in melee fights
Good burst damage
Quite easy to learn the basics
Minus
Sustained damage in melee fights is very bad.
No real defense against ranged damage
Main observations
- Paladins are able to sustain a bit of damage here and deal strong damage in bursts.
- General the main complaint is that ‘A paladin should be a melee class’. Paladins are forced to jump away from their target and then jump back in… They end up jumping in for a quick combo then jumping away again.
Plus
Good Manvourability
Great Burst Damage
Great Ranged damage
Minus
One of the harder classes to learn
Loses a lot of dps in fights due to range issues
A lot of reliance on getting hits in with charged arrows
Main observations
Great manouverability and greated burst damage at a range means that rangers are able to wreck players from a distance… As the class suggests, staying at a range works effectively as a ranger and getting too close can be dangerous. No big issues with the class mentioned in PvP right now.
Plus
Great Burst damage if player is in melee range
Great Melee range damage… if player hangs around
Minus
Screwed at range
Very limited manouverability
Main observations
- With every other class moving around, no one wants to PvP with a Shaman… It is a very rare class to see PvPing. If someone gets too close, Shamans can inflict some serious damage.
- Possibly could be good for a strategic turtle defense.
Plus
Great damage in melee range
Great damage at range
Fairly consistent damage
Strongest Burst damage (can kill players in 3 seconds).
Quickest class to learn
Extremely Manouverable
Has some ability to heal self
Minus
No group heal
Main observations
The general consensus was that there was no real weakness that the scoundrel has right now… Get close range? Scoundrel can jump behind you and shoot immediately. Shoot from far away? no problem, scoundrel can shoot around the rock with little/no time to dodge.
Pointed out was the fact that cards do not have a burn out time… once they are ready to use, they can be used at any time period after. That gives ultimate flexibility of when to ultimately burn down your target.
Plus
Great ability to self heal
Fairly useful for group heals
Has ability to do some small amount of damage.
Can live through healing self a bit.
Learning the class does not take too long.
Minus
Damage is low
An equally vulnerably target at melee range or long range.
Main observations
We haven’t seen enough people rolling around with musketeers to make a decent judgement as to whether or not they are even PvP viable right now… If anyone has player musketeer a lot in PvP and has some strong opinions… Please voice them! Generally the feeling is that ‘Bard’s are stronger’.
Plus
Very quick to learn
Great passive healing
Great manouverability
A fair self heal
Minus
Damage is low
An equally vulnerably target at melee range or long range.
Main observations
Generally a great support to have on your team and if defended correctly can help you turtle tactic any given flag.
The damage can eventually kill the target but is a lot slower than any other class (of course).
Plus
Melee damage is fair… but not the best
Defense is stronger than other classes
Minus
Easy to kill because they are forced in to melee range
Damage is low so it takes time to kill others
Cannot use combos easily because other players are always moving
Observations
No body wants to play a warrior… All they ever do is die…
If you have a suggestion for an edit on these graphs/numbers… Please state what you think is wrong and why you think it should be changed and finally how you would change it.