Disclaimer: Contains sarcastic language for comical purposes.
Ok, all you balance and table lovers out there. I went out of my way to show something so obvious with charts and tables. Apparently nerfing for the sake of balance seems fine from the perspective of these people. So here is my proposition:
I looked at my Era 11 analysis and collated all the clears together and calculated the normal distributions and means of all the clears along with all 7000 people’s clears. Those poor souls, 60-70% of them will not even pass 120. What a shame.
Here is a table of the averages
Class |
Mean Grift |
Average Paragon |
Barbarian |
110 |
2574 |
Wizard |
124 |
3901 |
Necromancer |
108 |
3513 |
Monk |
109 |
2932 |
Demon Hunter |
120 |
4083 |
Crusader |
114 |
3437 |
Witch Doctor |
113 |
2896 |
7000 Players |
114 |
3319 |
Now if this is not clear enough, the normal distribution of those clears. There you will see a big, thick red line. That is the distribution of the 7000 clears of all players across all classes. This graph tells you that if you want to consistently solo 120s, go with demon hunter and if you want to consistently clear +124, go with Wizard. These have the highest probability for clearing these levels. How about the other loser classes? Their probability for clearing at this GR range is close to zero. Why would you use swords while you could shoot arrows and lightning and stuff. Pffffff.
Action packed quality game experience, very nice. .
Here is the cumulative normal distribution chart:
Note: The Y axis shows the % of players clearing the designated GR levels and below on X axis. For example if you look at 120 GR level:
- About 83% of all the players playing the game is below 120.
- 99% of all the barbarian and monk clears are below 120 GR
- 88% of all the crusader clears are below 120 GR
- 50% of all the demon hunter clears are below 120 GR
- 0% of all the wizard clears are below 120 GR (none)
- On the other hand, the players clearing 125 and above are equal and less than 1% of the whole player base. And yet, why balance considering the very minority of the 1% group and their top clearing potential? This is illogical .
I guess this perspective is good enough to express the problem smirking here: either Demon Hunters and Wizards must be nerfed to oblivion or all the rest of the classes must be buffed sky high to match Wizards
Take a very good and deep look at these charts and you will see two nasty outliers, I mean not imaginary but factual outliers: Wizards and Demon Hunters. Look at those, look closely. If necessary zoom in, pinch your eyes and try to come up with some imaginary fiction. Nada. These two classes must be nerfed to oblivion for the sake of holy balance.
Now lets be the torchlight of balance and bring justice and equality to this land and Let’s balance the classes according to the red line where all the common peasants exist:
Class |
Ave. Paragon |
Ave. Bld. Nerf (-GR) |
Ave. Bld. Buff (+GR) |
Top Bld. Nerf |
Top Bld. Buff |
Nerfed Dmg |
Buffed Dmg |
Wizards |
3901 |
-10 GR |
x |
x |
x |
-80% |
x |
Demon Hunters |
4083 |
-6 GR |
x |
x |
x |
-61% |
x |
Crusaders |
3437 |
0 GR |
0 GR |
x |
x |
0% |
0% |
Witch Doctors |
2896 |
x |
+1 GR |
x |
x |
x |
+17% |
Barbarians |
2574 |
x |
+4 GR |
x |
x |
x |
+87% |
Monks |
2932 |
x |
+5 GR |
x |
x |
x |
+119% |
Necromancers |
3513 |
x |
+6 GR |
-8 GR |
x |
-72% |
+156% |
Note that I am not suggesting definite buff nerf values here. These values are flawed as different GRs cannot be compared in this manner. For this you have to refer to my other serious analysis post that is not this one. This is pure statistics and sarcasm
Note these are average buff and nerf values. Some passive agressive classes have weird builds that magically clears very high (140s) and at the same time with a very wide normal distribution curve. This is the manifestation of a poorly designed class with their over powered long cooldown skills that has less reliability compared to the in your face kind of attacks. So higher risk with higher returns kind of a slot machine to be precise ( I mean Necromancer). So for the sake of holy balance their top builds must be nerfed to oblivions’ side walls or their mechanics need to be fixed properly to address that weird distribution.
On the other hand, look at the distribution curves of Wizards and Demon hunters, they are like Rambo’s commando blade sticking around 120s and 125s.
Now, what happens if we apply the resulting holy balance, see below.
Holy mother of Jesus, " balance ". B A L A N C E . Even Anakin Skywalker could not bring balance initially but we can bring balance at around 114 GR level in this 7 years old game. Omg such a big achievement. World is safe now.
Now I am coming to those WW Rend barb OP OMG teen wave groups:
- Even though WW barb were OP, which is not, it is not going to elevate the whole barbarian curve to wizard levels.
- As you know, barbarian players are the only cool guys in these forums so they like to play more than 1 build.
- To be precise we have many stickied main builds as you might observe on the main page of barbs. So just WW is not going to shift the whole power curve.
- You don’t have to worry for losing your top DPS spot, so calm your horses.
- No one will want WW barb as DPS because if you ever played a WW barb with Rend and AD, you would know that at 130s the moment you rend, it can cause severe lag like bending space and time and it feels like you just entered a black hole. Your PC will stop and you will have plenty of time to think of your life choices.
So end of discussion. WW Rend is where it should be. Any further discussion bears no fruit as your trolling attempts are too obvious. But who are we kidding, devs will probably be affected by your kind as they were in the past examples. So…
*Update: Yep, they nerfed the WWrend barb
“B A L A N C E”