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Why have useless abilities, classes and specs?

It's one thing that's always bothered me.  Some are gimped from the start or nerfed at some point to uselessness or just week.  

Two classes that standout to me were the Thane in Dark Age of Camelot and Shaman in World of Warcraft. I think I played both classes in beta and while I know the Shaman was overpowered for sure both got nerfed and we're below the curve for a long time.  Maybe still are as I don't really play anymore.

It's like developers just see a class on power being too strong and troublesome to balance they nerf instead of fine tuning them.  Better to leave it below the curve than above.

Maybe it's just me.

Comments

  • RealizerRealizer Member RarePosts: 724
     As far as the Thane goes, it's very hard to balance a class that has the ability to fight ranged or melee where other classes don't. If you give them an equal strength to do damage at ranged as you do melee, there becomes little reason to play other classes.  It would force a meta where only similar classes were relevant, so they tune them down. It caters to the hybrid style of gameplay, but it allows for other classes to be able to hold their own. 

     I'd imagine it's probably a similar story to the Shaman in WoW.
  • cameltosiscameltosis Member LegendaryPosts: 3,832
    I keep on harping on about LotRO, but they really did get the combat / balance stuff right early on (or, well, as close to right as possible). 

    Every class had a good mixture of primary role + utility. The utility in the game was designed to balance out the primary roles. 

    For example, LotRO had 2 DPS classes - hunter and champion. Hunter was ranged single target, champion was melee AoE. That in itself was enough to make both roles equally viable at all times. Champion would sometimes be superior, othertimes hunter, but virtually all content was balanced with a mix of situations so neither class was superior. 

    But then, take the burglar. A dps/cc/debuff class. On the DPS front, it was inferior to champions and hunters, but once you added CC and debuff it balanced out to be an equally valid class in all situations. The balance was obtained via ability to complete content, rather than on specific aspects like dps, mitigations etc. 

    This was further reinforced by content designed to have more than one strategy. The game completely lacked enrage timers for a long time, had no DPS meters or anything like that, so there was no pressure to bring specific builds. So, a 6 man group could be tank, healer and 4 dps, aka "brute force". It would be straight forwards, relatively quick, but lacking in subtlety. Or, go tank, healer, 2 dps, captain and burglar. This would slow you down a bit, but the captain would buff everyone, making life easier, whilst the burglar would debuff and cc, making it easier still. So, you're balancing speed with safety. The game was flexible enough to run just about any group combination. I ran raids without a tank class, instead stacking up on debuffing and healers. I ran 6mans with 6 captains / loremasters / burglars, relying on crazy utility rather than normal tactics. 


    I ramble, but the point is that LotRO never once had useless classes whilst I was playing, because every class offered a unique playstyle and the content was well designed. 


    Now, useless skills and specs....meh. Skill bloat is definitely an issue with older MMOs, but at the same time part of the skill is in fully understanding your class and weeding out the bloat. Same with specs. If you have specs, it means you offer variety which will invariably lead to gimped specs. As long as 1 spec is always useful (and fulfils primary role) I'm happy. For example, my captain in lotro had dps spec, tank spec and healing spec, yet the class was a buffing class. It meant regardless of spec, I could always fulfil primary role, I just got to choose which secondary role I wanted to focus on. I would never expect secondary roles / specs to be as good as other classes primary roles. If / when that happens, you end up with a game that lacks specialisation of classes and is therefore too bland for me. 
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • waynejr2waynejr2 Member EpicPosts: 7,771
    You can look at it a number of ways. 

    Allowing "gimping" allows and advantage to the pros over the scrubs.

    Allowing a large number of skills gives us more flavor and the feelings that go with it.  Call it immersion if you will because I won't call it that.
    **********************************************************

    Looking at it from the other side of it.  If all skills are perfectly equal, how do you make the system interesting rather than boring.

    Suppose you have a plus 10% damage to long swords as a skill.  Giving +10 damage to maces would be equal.  Then each weapon gets a 10% damage skills.  Now some boring person will come in to say why not one skill that is +10 damage for all weapons.  You sir, are why gaming sucks now.

    So the crux of the all skills are non-gimped is that they need to be equal in power because if they aren't equal then the less powerful one is gimped by definition.   So how do you balance it?
    Test:  You have three skills you want to balance:
    Skill 1)  +15% shield blocking.
    Skill 2)  _____ movement speed.
    Skill 3)  _____ archery range.
    What numbers do you put into skill 2 and skill 3 to make all three skills equal?  Show the proof.

    Not so simple is it?


    This is where some turd will suggest a boring hierarchy.  By that, he will point out those three skills shouldn't be at the same level choice-wise.  They might suggest you group "movement skills" and have players pick one of the movement skills when they choose skills.  Given that, you still haven't shown how the movement skills are all equal.   Additionally, this boils down to the boring choice given above with the +10% damage.

    What do you say to the open system players who might want to pick and choose skills from a large list rather than using a hierarchy.  Do you tell them you can't do it?  If you do give them this large list, how do you make everything equal?  You thing make Skills 1-3 equal was bad enough, how do you do skills 1-50, 1-100, or 1-300?

    Perhaps this issue WHICH IS YOUR ISSUE isn't that simple.
    **********************************************************

    Another approach is EVERYONE is EQUAL.  All characters are identical in skills and gear.  This is great for those people who have a desperate need to show their leet skillz in a video game.  It is anti-rpg to me.
    **********************************************************

    I guess people want less from their video games.  It makes sense if you are a free to play player who hops from game to game and don't care about any of them.  I expect more from my mmoRPGs.





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  • mmoguy43mmoguy43 Member UncommonPosts: 2,770
    So in other words, overbalancing. It happens.
    Then no more changes are done to it because they often have more important things to do. Months later they probably do get back to balancing it again after they have enough data to prove a change is warranted.
    I'd say that while balanced classes,skills, and abilities are important, they probably aren't a high priority next to getting everything working correctly.
  • AeanderAeander Member LegendaryPosts: 8,028
    edited August 2016
    Vardahoth said:
    Each class should have their own unique skills that help them specialize a roll in the game. Some classes should excel at pvp. Some classes should excel at pve. Some classes should excel with groups. Some classes should excel at fighting bosses. Some classes should excel at crafting. Some classes should excel at making money.
    How about no? That is how an incompetent developer designs classes.

    Every class should excel in group pve. Every class should excel in pvp. Crafting should either be entirely separate from class or uniquely bound to each class. 

    The nature of classes is that, though they should excel in these things, they should excel in different ways at these things. Each should bring something different and important to grouping. Each should have a crucial role in pvp. If you cannot provide a new role or niche to justify adding a new class, that class should not be added. 

    To do otherwise is to design your game backwards. If I look at a game's website and their assassin's/rogue's info page explicitly states "this class is recommended for pvp," then I laugh. That developer has shown its idiocy.
    Post edited by Aeander on
  • centkincentkin Member RarePosts: 1,527
    I prefer wide and unbalanced skills where you can come up with many different viable skill sets for various roles that are possible in play, ones that are very novel and more useful in niche situations, and ones that are of lesser viability but might be fun to use. 

     
  • mgilbrtsnmgilbrtsn Member EpicPosts: 3,430
    I've never found a class that is completely useless.  I do sometimes wonder at individual skills/abilities, but even then, what I find useless, is only my ignorance at it's potential.  I usually find out the hard way during a pvp encounter that didn't go my way.  Some are surely better than others for certain combinations, but I'm always looking for massaging my active abilties.  I don't use those 'perfect build' generators, so the more skills for me to play around with the better.  I love it.

    I self identify as a monkey.

  • angus858angus858 Member UncommonPosts: 381

    As someone who is primarily a PvE player, there is no such thing as a useless class.  You can't "win" at PvE.  No, I don't consider rapid leveling to be "winning".  Every class plays differently and provides useful variety to a game.  I played a Thane in DAoC.  It was my favorite class.  When I wanted to RvR, I could always have a spot in my guild's group.  Nobody complained about how gimp I was (although the Thane certainly is the weakest).  Pickup groups were another matter, but those were of little interest to me anyway.

    Even "useless" abilities are fun.  Again, I'm not competitive so I don't feel constrained to only use the best abilities.  I enjoy have a few odd or situational abilities I can use just for variety.  I would get bored without them.  Perhaps developers are throwing in those "useless" classes and skills for folks like me.

  • renstarensta Member RarePosts: 728
    instead of making everything equal make everything different.... all play styles will have many weakness and many advantages .... even the most "valid" build will have some weakness...Lineage 2 did it pretty well....
    you had to use really different skills and combinations depending on your enemy\timing.... for example you are a tank fighting a dagger assasin... you wait for the dagger to pop his triple %evasion skill and only then pop your ultimate defense skill....  then the assasin will try to play mind games ect.. go behind a rock use the skill and come back.. so its important to look at his active buffs at all times... sometimes its better just to run away...  meh.. im high... Lineage 2 was fun.  

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    Basically clicking away text windows ruins every MMO, try to have fun instead of rushing things. Without story and lore all there is left is a bunch of mechanics.
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  • DrDread74DrDread74 Member UncommonPosts: 308

    The problem is that in most of these games all your different available skills and classes all equate to one thing which is COMBAT. Not even complicated combat. Everything does X damage and everyone has X hit points.  If you try to make 5 classes with 10 abilities each all related to how much DPS you can achieve you are always going to get a very black and white "This is the most effective build".

    In a real RPG game only 20% of the available classes or skill are combat related AT ALL and there are plenty of other fun things to "role play" skill wise than combat which can make as much XP but unfortunately MMOs only focus on combat for everything.

    League of legends is probably the best at balancing and making 120 characters at 5 abilities each plus 100 items all do "combat" together and still have an absurd amount of strategy where one person gets annihilated playing a certain build but put it in another players hands and they can kill everyone with it. because the game isn't about mashing buttons or combo chaining.


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  • anemoanemo Member RarePosts: 1,903
    Some people would rather play the "Why would you play that" class, just to be a special snowflake.   They're not playing the same game as you, or using the same definition of winning as you.   It's an RPG, that's allowed, should be encouraged, and shouldn't just be considered a mechanic in whatever the silly definition of a sandbox game is this quarter.

    Practice doesn't make perfect, practice makes permanent.

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  • QuizzicalQuizzical Member LegendaryPosts: 25,483
    What makes you think games intentionally create useless classes or skills?  A lot of things could be useful in PVP but not PVE or vice versa.  Some skills are useless when solo but not grouped or vice versa.  Some skills could be useful at lower levels but not endgame or vice versa.  Some skills may need to be used in combination with other things to be useful.

    And even for classes or skills that are genuinely useless, what makes you think that was intentional?  The more variety there is, the harder it is to make everything useful.

    And even if you do have a really well balanced game in which all classes and abilities are broadly useful, a lot of players will still whine that their favorite is too weak and should be made stronger.  If the consensus among players of a given class is that it's decently balanced, that really means it needs to be nerfed hard.
  • GladDogGladDog Member RarePosts: 1,097
    I will take an example from my favorite game, City of Heroes.In Issues 1 & 2, Tanks, for the most part, were low DPS and HIGH defense.  Strictly based on defenses, Fire Tanks were low on the totem pole.  This would make it appear that they were gimped.  But Fire Tanks had SO MUCH DPS compared to other tanks.  This more than balanced the defense IMO, because they could easily live until the bad guys were dead.

    The tradeoff to this was a very involved play style.  Your build had to be razor sharp, and you had to monitor everything constantly; your agro, your CC resistance, your health.  One mistake and you were using very creative language as you avatar collapsed to the ground.

    I was fine with this.  I liked the challenge of playing one of these properly, and yes, I used some creative language at times.  But to people who did not like the involved playstyle, these tanks were considered 'gimped'.

    Everything was hunky dory until the whiners were heard by the devs.  In Issue 3 they made the CC resist easy.  They made agro easy.  They fixed it so that your self heal was separate from CC, and then they made the heal god-like.  Now Fire tanks were EZ mode, and everyone had one.  Or two.

    All of us old timers knew what was going to happen next.  Yep, in Issue 4 they gimped the shit out of Burn, the power that made Fire tanks so powerful.  After that there was no way to keep bad guys in the Burn patch, and as soon as they ran you lost agro.  Now they were tanks with low defenses and no offsetting benefits.  And then nobody was playing Fire tanks any more.

    My point is that IMO there is no such thing as a truly gimped build, just an improperly played build.  The devs would not waste their time on an archetype that was truly gimped from the start.  And if you whine, the devs may listen and break the character to the point of non-relevance that people thought they had in the first place.


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  • tokinitokini Member UncommonPosts: 372


    This was further reinforced by content designed to have more than one strategy.
    i loved your entire post, but this especially.

    mmo's need much, much of this.
  • VestigeGamerVestigeGamer Member UncommonPosts: 518
    Variety is the first thing that pops into my mind.  Does every Fighter or Rogue have to be the same?

    My view is that there are no "useless skills", just games that do not encourage use of those skills.  What good is Crowd Control (CC) if DPS types have them down in seconds?  Who needs healing when all the baddies are dead before ever getting a hit?

    Many MMOs have places where skills are useful, but the attitude of most players today is best build and speed, not strategy and flavor, which is what many of these skills provide.

    VG

  • ShaighShaigh Member EpicPosts: 2,150
    edited September 2016
    Devs have a tendency to create redundant classes and generally lack the time and knowledge to balance them properly before launch. Creating complex skill trees where you give players huge amounts of options makes it almost impossible to do any proper balancing. In many cases mmo devs gives the impression that their way of handling classes at release is taking slices of bread, throw them all up in the air and hope they land butter side up. Their way of adjusting things is to boost or nerf something by 50% to notice if there was a change and that usually creates new problems.

    The most common imbalance is the one between different casters and especially with the archer class. They tend to have a similar role in PvE that makes them compete for the same group spot. One of them is going to end up redundant and most often its the archer class.

    Hybrids is another problem, how will you balance a class that can both heal and deal decently good compared to a pure healer or pure damage dealer. They tend to jump between mandatory and pointless quickly.

    You also have devs that create 3-4 different tank classes that's supposed to tank the same sort of content. There's a good reason why players ask what's the best tank is before launch, its because there is going to be one tank that is simply better than the others and why would anyone have the desire to play something inferior for months or possibly years.


    Solution: Create fewer classes, create classes that are different, consider removing a class if they start to become similar to another class. There's no need to have a rogue, an assassin, a gladiator, a monk, a paladin and a fighter if all they do is hit monsters with a different sized stick. If you want to give players variation, make the paladin, gladiator and fighter a spec alternative for warrior instead of their own class.
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  • IselinIselin Member LegendaryPosts: 18,719
    Because 1,000,000 players apparently think of doing things or combining abilities in ways the 10 developers on the team never imagined... weird how that keeps happening :)
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  • waynejr2waynejr2 Member EpicPosts: 7,771
    Aeander said:
    Vardahoth said:
    Each class should have their own unique skills that help them specialize a roll in the game. Some classes should excel at pvp. Some classes should excel at pve. Some classes should excel with groups. Some classes should excel at fighting bosses. Some classes should excel at crafting. Some classes should excel at making money.
    How about no? That is how an incompetent developer designs classes.

    Every class should excel in group pve. Every class should excel in pvp. Crafting should either be entirely separate from class or uniquely bound to each class. 

    The nature of classes is that, though they should excel in these things, they should excel in different ways at these things. Each should bring something different and important to grouping. Each should have a crucial role in pvp. If you cannot provide a new role or niche to justify adding a new class, that class should not be added. 

    To do otherwise is to design your game backwards. If I look at a game's website and their assassin's/rogue's info page explicitly states "this class is recommended for pvp," then I laugh. That developer has shown its idiocy.

    Ah the good old you don't like it therefore the devs are incompetent.
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    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Iselin said:
    Because 1,000,000 players apparently think of doing things or combining abilities in ways the 10 developers on the team never imagined... weird how that keeps happening :)
    I am sure that happens. I just wonder why sometimes its like they never revisit the premise for fear of something being over powered or just not remove it from the game.  
  • AeanderAeander Member LegendaryPosts: 8,028
    Vardahoth said:
    Aeander said:
    Vardahoth said:
    Each class should have their own unique skills that help them specialize a roll in the game. Some classes should excel at pvp. Some classes should excel at pve. Some classes should excel with groups. Some classes should excel at fighting bosses. Some classes should excel at crafting. Some classes should excel at making money.
    How about no? That is how an incompetent developer designs classes.

    Every class should excel in group pve. Every class should excel in pvp. Crafting should either be entirely separate from class or uniquely bound to each class. 

    The nature of classes is that, though they should excel in these things, they should excel in different ways at these things. Each should bring something different and important to grouping. Each should have a crucial role in pvp. If you cannot provide a new role or niche to justify adding a new class, that class should not be added. 

    To do otherwise is to design your game backwards. If I look at a game's website and their assassin's/rogue's info page explicitly states "this class is recommended for pvp," then I laugh. That developer has shown its idiocy.
    I disagree. That is why all these games are so boring. There is no difference between classes. It's all the same flavor.
    I think you are misplacing the cause of this effect.

    Primarily, the lack of class identity comes down to an assumption on the part of modern developers that players are incapable of handling depth. 

    Build customization in most new MMOs (and even some existing ones - I'm looking at you WoW) has been decreased drastically to make things easier for casual players.

    Buffs and debuffs have been simplified almost to the point of irrelevancy.

    Classes are increasingly being given all of the tools rather than being allowed to excel at certain roles (here defined as dps, buffing, debuffing, tanking, healing, etc as opposed to pve/pvp).


    It has come to the point where good character customization and half-decent debuff design has become something noteworthy, rather than the expectation it should be.
  • anemoanemo Member RarePosts: 1,903
    Iselin said:
    Because 1,000,000 players apparently think of doing things or combining abilities in ways the 10 developers on the team never imagined... weird how that keeps happening :)
    This is a thing that the GuildWars 1 team covered briefly.   In the beginning of the post they openly admited that there were players who knew the game far better than they did(sadly my google-fu isn't up to refinding).

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  • Flyte27Flyte27 Member RarePosts: 4,574
    Most games now have pretty balanced classes.  If you are someone who plays to find out what is the most powerful class through min maxing then there is little point to play for you.  In EQ I experimented, researched, and found what classes were best at solo due to their abilities in combat.  Now every class can solo and even if it can't the game will tell you what class can solo.  I would say that even in EQ where there were lots of imbalances you still had classes who were good at something.  Rogues, Warriors, and Clerics had an important role in group play even though they weren't very good solo classes and didn't have much utility.  Other classes were either good at solo, group support, or tanking a specific type of mob.  There was balance of a sort, but it was not geared towards PvP.
  • EldurianEldurian Member EpicPosts: 2,736
    There are a couple issues driving this problem:

    1. Predictability in PvE

    Dungeons and spawns are pre-defined. You always know the challenges you will be facing. Compare this to say, Dungeons and Dragons. You don't know what the best build is because you don't know what your character will be facing. Create more unpredictability such as changing spawns or randomized dungeons and it becomes more difficult to say with any certainty what build is best. 

    2. Balancing for 1v1s

    In PvP you often see builds being balanced in terms of their performance in a 1vs1 duel. PvP should never be balanced around 1v1s. It should be balanced around group vs. group. But watch any thread in any MMO about "_____ needs to be nerfed!!!" and it's all about the 1v1 performance. If a bard rocks group fights hard, and an assassin almost always wins 1v1s that's fine as long as diverse groups with all classes are better than running groups of just a few OP classes.

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