So the question always comes up with class balance and how to manage it. Do you think it would be a good idea to have a sort of recursive auto balancing for all classes and items. AKA - based on like the numbers of the class, the lowest class automatically recieves an aura (their terminology like the balancing dmg auras) that give plus x% that slowly grows until it gets back close to equilibrium (close is maybe relative here). Ex. warrior vs boomkin lets say out of 1000 like 800 warriors and 200 boomkin - boomkin slowly get passive dmg buffs maybe each reset which would lead to the fotm rerollers to balance out. Similarly this could be done with gear. Like DST for example. Look at all gear usage on logs and start do diminish the strength of just over the top gear either the flat amt or the ppm or something. If it is fully automated and unbiased then people would maybe be less likely to complain? Is this just dumb?
It’s an interesting idea. Who knows what sort of side-effects, unknown-unknowns might come about from it. And how exactly should it work?
Should all classes and specs perform precisely the same across all content regardless of talent and stat priority allocation? What are the balance metrics that one would care to see?
Usually people give some hand-wavy “Not a variance of 50% between top dmg and bottom damage on a particular raid boss at specifically the 95th percentile.”
OK, is that the measure? Is it the only one that matters? Is a 49% variance acceptable? 9%? 1%?
The idea that the lowest performing classes and/or specs across particular raid bosses may get across the board buffs (stat buffs?) the following week is somewhat interesting, but does this apply to tanks and healers? Would it detect spec and/or role? Does it matter?
There are a lot of general ideas that seem like they may be decent at the surface level. It’s the details and the execution where they play out that tend to tell the story of how good they are.
Just my 2 cents here.
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I genuinely don’t understand this and theoretically speaking could be abused especially if it looks at dps meters, lets say warriors are the best dps in the game, no equals, but because an aura the boosts damage exists they start to artificially reducing their dps output to be less than the one enhancement shaman in the raid, they get massive boosts to their damage and in theory people would probably find a way to take that buff outside of the raid.
Not that it’s a terrible idea per se but there are better ways to balance instead of relying on a background system that could be abused in some way.
The idea is that the law of large numbers and variance bands would be able to handle most of it. regarding the “aura” thats actually how the blizz code works in modern wow – they apply under the hood dmg increases and decreases to handle class imbalance - i’m simply saying they have all the data they can have it just naturally recurse weekly instead of like all the pomp and circumstances of patch notes. In addition sometimes items are just broken and it would handle that as well
It’s an interesting idea. I think it’s really hard to successfully implement as long as leveling is a slow process. If an unpopular class starts ramping a damage buff, in like 2-3 months you’d see a major surge of them after two smaller surges. The first when people get boosted and the second when people speedrun to 60. That third major surge is the less dedicated or the job-having type, assuming the other people weren’t enough to correct the trend before they got there. Which for the slower levellers, the more casual but not so casual that they don’t follow the trends, would be dissatisfying. Biiiiig squeeze for a real small glass of juice.
Point is you’d still have flavor of the month, it would just be a lagging indicator of what the flavor was a while ago.
Will be abused, you are correct.
How would you balance this with class utility?
i.e.
warriors bring X amount of dps.
With this automatic buff, boomkins bring the same dps. Plus moonkin aura for their party, and battle rezzes, and innervate.
Some warriors might think that’s not fair
no, void elf warlock. that is not a good idea ![]()
For a seasonal it would be just great - Season of Balance - for Era it’s just dumb. No more changes to Era, thanks, and please roll back the latest patch.
Actively punish FOTW rerolling… I’m greatly amused! ![]()
If something can get exploited by players for minmaxing it 100% will be.
For + though, I’d argue more for the class balance design we saw in TBC where certain classes did more damage then others but all classes had something unique to offer the group/raid and discouraged class/spec stacking.
I htink they could bring everyone within 10% of each other if they would make simple changes like (and not saying these comepltely fix it)![]()
Make it to where only arms warriors can get impale and deep wounds - put it deeper in the arms tree.
Stop letting heroic strike impact the offhand hit chance. The whole point of dual wield is its harder to hit. They SHOULD have to gear for hit.
Make ignite YOUR ignite.
Remove any items that generate energy (this is just to give rogue gear some upgradeability).