No, rock/paper/scissors is not there to balance 1vs1. It's about different archetypes that fulfil certain roles in the game, so that no one can do everything. If you want to add additional healing potential to your group, it would be wise to choose a healer instead of another tank etc. pp.SilverWF wrote:But that table (scissors, paper, rock) is all about 1vs1, isnt it?Penril wrote:SilverWF wrote: 1. Even good WL wouldn't kill good SH 1v1 is irrelevant
2. Good SW will kill most of calsses in game 1v1 is irrelevant
3. Even medicore AM will kill ANY class in the game 1v1 is irrelevant
4. Most of DPS tanks and DPS healers laughting on that table 1v1 is irrelevant
5. Most of Order classes have much more tools to just ruin that table. Ranged KD as example. 1v1 is irrelevant
1vs1 is not relevant... for you? OK, got this, but there is a lot of players who accept this part of the game too (me included). Are they wrong? They must not play? Or discuss?
Also, ZERGvsZERG is relevant?
Where is that rules, of what number vs what number will be relevant? I didn't found it anywhere - can you guide me?
It's a built in very basic weakness/strength mechanic, to prevent that one archetype can do everything (soak damage+pressure the enemy with damage+heal themselves/others), otherwise every group would simply consist of 6x that archetype.
This is also the reason, why any class balancing has to be made carefully, to prevent that additional specific class abilities interfere too heavy with the basic role of the archetype he belongs to.
An example for a perfectly balanced 1vs1 game without any archetypes at all, would be a fps with only one weapon available to the players or a "beat 'em up" as penril stated.
An example for an MMO with heavily watered-down archetypes would be guild wars 2.
So, now it's me to blame for your lack of comprehension?SilverWF wrote: Luth, as always, have nothing to say, sadly
Maybe i should start to draw pictures...