from a utility standpoint I would agree with you. From a dps standpoint I disagree. Every class plays a bit differently from one another…unless you’re a healer.
Let’s not act like the gameplay expression is much different in this game. It’s all just pushing buttons at the end of the day.
You’re being disingenuous and a little reductive. Pushing buttons is what we do in every game, it’s not a meaningful distinction to describe any game beyond being pedantic.
Doesn’t matter a 2% increase is better than a 10% increase when balancing. It’s these exact reasons why it does make a difference. You’re thinking things(skills) only work when other things interact with each other. Just like you said if you raise a skill that interacts with another then that’s going to increase or decrease the damage.
The point is instead of making huge buffs/nerfs make small incremental changes and see what works or doesn’t.
Make the buffs and nerfs you need to make, no matter the percentage… but do it right please. This whole buffed one week/buff 2nd week/nerf 3rd week thing that 1 spec can go through… that’s getting absurd.
Now granted, I would rather this than Blizzard’s legacy of just ignoring OP specs for 6-8 months… but I don’t think it’s having your cake and eating it too to ask for each round of buffs/nerfs to actually bring us closer to something resembling class balance.
Also please for the love of God, give Brewmasters a buff. I don’t even play one - or even play a Monk - I just feel bad for them at this point.
I think the biggest issue with WoW balancing is everyone expects the same #s but that SHOULDNT be the case.
Melee should be doing more damage, plain and simple. Its significantly harder, they get to DPS less than casters, and 90% of the mechanics impact them and not ranged.
But mages somehow are always #1-2 and have every defensive in the book… which i just dont understand at all. you already have the best defensive in the game, built into your class. You are standing 30 yards away from the 5 yards of bad near the boss
Casters lose tons of DPS while on the move. If the movement is predictable, there are things you can do to limit the impact, but that still tends to lead to casting suboptimal spells vs what you would cast if stationary. Melee can keep pressing all their buttons exactly the same while dancing around mechanics. They only really have to stop when something forces them to move far away from the mobs.
But FF also only has one relevant damage profile / target count to balance around. It manages to achieve better balance by removing all the variables that make challenging content / encounter design in WoW interesting.
i won’t argue that their fights are getting stale and they need to shake it up. Nor will i argue that it’s “easier” for them to balance. however, it can be done with wow’s fights. the developers having a harder time isn’t an excuse for the crap they have right now. none. they have a job to do and we pay them to do it.