I see here and there some threads about balancing and rebalancing the classes...
I do agree of some points there but I didn't find that everything has been said. It's not all about the classes. It's deeply out of it in fact.
To continue reading, please agree with this first otherwise you'll just get bored...
First of all, I would say that enhancements have overpassed their initial functions, thus to enhance. They are now the biggest part of the build and provide unnecessary numbers to what is already OP. If at a time we could say that 4AP shouldn't pay more than a feat (thats a question of scaling and balancing here, deeply), what could we say now when we have some critical enhancer, some 100 HP bonus for a point (!), some metalline arrows when bypassing silver is an epic feat, etc etc etc... ? The list would be too long to be dressed up.
We all dispose of healing capacities, dps and defense. Here is the joke. Here The licence of DnD has burnt! This game has forgotten its RPG source through amateurs mechanics. In fact, the project leader is a simple mechanician I am sure. Excel is your king. Unfortunately, this game was offering dps from sources, defenses from sources, heals from sources... and all those have been ignored overtime. And we continue buffing all and all. This is a lack of understanding, a lack of project, a lack of perspective, a lack of ideas, a lack of correspondance with the DnD worlds (the mechanics as well as the mind of it). The quantity of work is not helping the community atm. It is unbalancing the system like never before.
Talking about melee classes, DnD was about that:
Fighter, Paladin, Barbarian, and Monk. Those classes have NEVER been equal in any range in DnD and their powers were balanced according to situations.
DPS like : Barbarian > Fighter > Monk > Paladin. Yeah, it hurts. But the build comes to modify those basics. Paladin is (in DnD) the BEST DPS against Evil. Fighter can follow defense or dps ways, even combine them. Monk is an added piece that always had troubles to adapt to the system, as the psionics have been before him. He should be a light and fast attacker, dying like a rogue if too much engaged.
Defense like : Fighter > Paladin > Monk > Barbarian.
Adaptability : Monk > Fighter > Barbarian > Paladin.
Heals and restorations : Paladins > Monk > Fighter > Barbarian.
Now, the way we balance the classes overtime in DDO is heading to this : DPS|Defense|Adaptability|Heals and Restorations : Barbarian = Fighter = Monk = Paladin.
Good combinations will let you have easy builds through HE and EE (that is almost the case atm, few high level content excepted).
I could dress up the basics of casters and specialists in the same way, and I will give you the same conclusion.
My message to Turbine, devs or whoever can make decision there is : return to your basics, don't WoW it. Do not standardize.
Few points I would like to write before returning to work (dam, why did I open this forum?):
ED's are all opened to all. Wrong step. Wrong domain. Penalize XP to those who are not concerned. I can not imagine a paladin using fury. I can not imagine an artificer working in a workshop drinking the tea with a queen of nature. I can not imagine a fighter exploiting some dragon sources he never took care of for years in his life. I can not imagine a monk letting its meditation stages to finally serve a god and kill in its name whoever he is. I can not imagine well, you know...
In MMORPG there is kinda RPG in it. Respect it. Or call your game DnD Slash or so.
This is from my point of view, and those are basics that should be engaged to balance the thing. DDo needs a new Line, stop buffing and buffing and buffing. This is just too many buffs.
Like about the difficulties. Casual, well why not. Normal : yes needs one. Hard : well its mostly not hard, with all those buffs its casual or normal at best. Elite : sometimes elite, most of time just hard, eventually normal (ie demonweb mini chain)
I personally consider that EE is not EE as soon as it can be soloed. Then is it just hard? Thanks to all those players who have challenged the different chapters to finally bring on the table that it was not that hard . Completionists (more wisely challengers) need more challenges. They need, for part of them, to group up to make it. There are actually very few content in which it is necessary to group to make it (most of the time we group up and make it).
Can you, devs, give me some EE quests during which i need my healer? Where i Need my rogue? Where I need kinds of CC? Or should we continue, until bored, to play over and over the same quick EE games, follow, byoh and so on...?
With 4 levels of difficulty, we should be able to bring the wanted challenge to everyone.
I could write more, much more... But I dam need to work...
Thanks for reading, hope it can bring something and that it is understandable...
Yes and bring back more immunities plz, U killed those by the past. Iron golems are immune to lvl8 or less spells, etc... bring it back. That was unnecessary changes.