lator wrote:You do realize that these new devastator sets are gonna boost already two most overpowered classes even further?
DoK/WP get healer specific sets with 5% extra crit and +103 willpower while at the same time other healer archetypes get far less or no boost at all. Adding more initiative all around makes BW/Sorc even more powerful due to 35% base crit chance they have compared with other classes. Hybrid classes get specialized sets focused in one or the other extreme, getting them the same treatment as the specialized meta classes right now. So on top of the versatility they will also have more comparable stats.
I think there was a reason behind Mythic's thinking while designing hybrid sets to be just that: hybrid. Sovereign change was one of the worst decisions on live Warhammer (not to mention rr100) for class balance overall and I hate to see similar development here in T3 environment.
Had absolutely similar thoughts on the way to work today.
In my opinion even the implementation of scenario weapons was a mistake, not only the sovereign change.
The core game had done its itemisation very well in my opinion with such diverse range of sets and non-set gear.
You had to think and combine different items to acquire the stats you desire.
Even, for example, the sovereign set was inferior to warlord set in open rvr, but superior if you mix it with invader and spec for single target and go queue 6man scens. You could chose to stack armor with sentinel mix or go for more toughnes from the dark promise gear.
%Parry on different pieces made parry mixes combined in unique ways, etc.
And depending on your role some classes had easier access and some harder harder access - and it was ok. Having WP/DoK with heavier armor and cheezy regen mechanics the game made it harder for them to aquire items and sets with desired stats, and even items for them had more str than willpower in some cases.
So it was a form of balancing, not every class being able to min-max the same way. But later mythic gave up on that idea and went for more popular and, in my opinion, much worse notion that everyone should be equal, despite the core game having not only 4 archetypes, but actually, correct me if I'm wrong, up to 7 itemisation patterns in form of:
Tank Sets
Medium Armor Melee DPS Sets
Light Armor Melee DPS Sets
Ranged Healer Sets
Melee Healer Sets
Missile Ranged DPS sets
Magic Ranged DPS sets
and a ton of non-set items to complement those. Sadly by the look of those new t3 sets the game moves in the wrong direction
And again, WAR was never about class-spec equality, but about inequality and the way you adapt to it, not the other way around. Despite all mythic fails it's the pandering to the masses that wanted equality and free gear just because they log on ultimately led to the game downfall.