Feels the need of making a meta-ish post again. I want to talk about a few problems I found with current item/class balancing practices.
Part I: The Decision Makers
I think its safe to say at this point a good amount of people have complaints about the current balancing team. Not focusing criticism on any specific people here but I do observe some general trends.
1) Balance team is too small
Right now it probably have like three or four players, which is probably too small. Even with the best players that understand the game thoroughly, this team size is way too small to form a good consensus.
2) The balance team have questionable connect to the game.
Not saying the usual "tm needs to play their game" line (even if it might be true). A team size this small will struggle to cover all the classes and playstyle and contents that must be understood to make good decisions. Example: Anyone on balance team that mains alchemist and builds around esoteric enhancements?
3) Lack of transparency on decision making
It happened for a few times: A questionable decision is a made and implemented, and then either fixed after a (likely too long) time, implement a fix that is inadequate, or just do nothing at all and expect people to forget about it (or maybe its the balance team that's forgetting?). I think a lot of these problems could be prevented if there is more transparency about what the team would do. Right now even if the balance team tells us they are doing to act on some issues they are often very cryptic on what the solution exactly is, and this doesn't help with finding out if the said solution is good or not. Even better if the interactions aren't buried in the midst of feedback threads or gameplay discussions.
Part II: The Decisions
I do think a lot of decisions made by the balancing team, and even some player's concept of balance are flawed and I want to point out a few problems that I notice.
1) Over-reliance on balance calculators.
Calculators are good for some general estimates on stats allocation, but the real gameplay is much, much more complicated. A piece's real balance budget should be affected by its niche, the other stats on the item, and even other piece that might synergize with it. Calculators should only ever be a reference and never override real gameplay experiences.
2) Balancing around contents that deviates from normal gameplay.
Considering the majority of content is focuses around a spawner-elite-grunt trinity, it should be balanced around such. Nerfing an AoE class because its too good in contents focused on a neverending swarm or nerfing a DPS class because its too good at killing bosses is not a good practice. (Also read my previous thread about bosses).
3) The "more complicated = better" mindset
This isn't the devs only, but a lot of players seem to think that the more complicated a skill is, it is better. While I do think some skills in the game are too simple and need some spices, a lot of them are just doing fine. Think about luminous infusion, a ton of complexity is added, but it doesn't really improve the skill in any useful ways.
4) The charm design problems
Already wrote a thread about it, but again it seems that making a good charm with a reasonable cost is pretty hard these days, not mentioning our hands are tied because charms stack additive and new charms are gonna make the old one better. I am increasingly convinced that an DRG-like system would be much better than the current star costed based system.
5) Some niches just don't exist
Stop trying to make melee poise real
6) There are too many items
Feels like we are way past of the point where we can offer a solution to the problem, but it feels like there is an absolute bloat of items, which would complicate balance and we are going to run out of interesting ideas pretty soon. There are only a limited amount of stats we can tweak, after all.




