Predictions for the Nerfbat

Class balance is not impossibly bad in Warhammer, I’ve seen much worse in other games. I’ve seen both sides totally demolish the other in scenarios, so organisation and a good mix of classes trumps any individual ‘overpowered’ class. Melee dps is also generally tougher to play in PvP, although we get smushed by melee heavy Destruction teams in scenarios quite often.

As far as the balance goes, it seems to me as though Order was always intended to have stronger ranged classes and  defensive-based hybrids and Destruction intended to have stronger melee and more offensive based hybrids. I think these are deliberate characteristics and we do see them in play, with some exceptions. Bear in mind we’re all playing Order so there’s some Order bias here. All this really means is that I haven’t been on the receiving end of our classes to judge them.

I’m also (mostly) picking on mechanics rather than classes here. These are places where the mechanic seems more powerful than intended.

Mythic have said in their State of the Game that they are planning to do a balancing pass over classes with an emphasis on buffing rather than nerfing. Here I think the nerf bat is inevitable. Hopefully classes will be buffed and balanced after this to make sure they are where they need to be.

Dual Wield Procs

Destruction melee is totally over the top at the moment. In Tier 4 you can really see it. So my tips for nerfing are Marauders, Witch Elves, and Disciples. What do they have in common? They are all fast hitting dual wielders. And the overpowered aspect? The abilities they have which have a chance to happen on every melee hit. Order has no duel wielders (the Witch Hunter has a gun but that isn’t fast hitting) to match this. And their procs (damage, huge heal debuffs, whatever else they get) simply go off way too often. An internal cooldown of some sort would tone this down. Witch Elves in particular seem to scale off the roof. I realise they are fragile etc and I expect to die to them a lot on my Archmage but they do a huge amount of burst damage to better armoured characters also. I think the mechanics need to be checked over to bring them into line.

Marauders in particular seem to also get a lot of AE crowd control for a class that also does so much AE damage. I have no problem with the amount of damage, but the knockdowns could use a toning pass.

I’m not thrilled about the tentacle pull/fetch ability but a single player CC isn’t as crippling. However, when the marauder can follow the pull up with a stun (knockdown) or disable … not fun.

Mass Pull

Magus/ Engineer mass pull. This has to go. It’s not remotely fun to be on the end of a mass pull/AE crowd control/AE nuke instant-kill. It also does bad things to my lag. It’s not so much the ability itself (although it does cause lag) as when it’s followed by a large amount of root/knockdown/disable and then AE death. NOT FUN.

Being able to pull things through keep doors is simply a bug that needs to be sorted out. [arbitrary – being able to do damage through keep doors on both sides needs to go too]

Now, about them Bright Wizards

On Order side, Bright Wizards do way more damage with DoT spec than anything else on the battlefield. Even it up so that all their specs do similar damage and let them pick which form of dps they prefer. And that means toning down the spec or specific talents in it that is currently overpowered.

My feeling in Tier 4 is that Sorceress/ Bright Wizard damage is roughly on par, so need to watch this carefully while balancing. Sorceresses are in no way underpowered in Tier 4.

Balancing for Tiers

I can live with some classes being overpowered in lower tiers as long as they are all brought into line in Tier 4, but there’s a limit to how overpowered any given class should be. Maybe the answer to this is to give out more resists at lower tiers or scale the damage up more slowly. But we really do notice when different classes get similar abilities at different ranks (eg. knockbacks for order or heal debuffs for destruction melee) because it changes how the whole tier plays.

I think a pass through the different abilities to try to make similar ones available at similar levels would make the levelling game more fun.