
Originally Posted by
ggmarquez
if all classes over-preform equally, that's a good indicator of class balance. the only thing left to do is incentivize running higher skulls (which i believe would be a step in the right direction). but i seriously doubt the integrity of the player who states that all classes are over-preforming equally throughout the heroic leveling process.
if you look at the 'content run' by level range, you'll see it. mules don't run content. they mule. sure, you can split hairs by arguing that bank 'toons need coin lord and house k favor. but they only need it once. the content by level graph shows that 85% of all content being played is from levels 1-29. if level 30 had anywhere close to 50% i would back down. but it's not even a contest here... end game players represent the smallest denomination of DDO's current population. i had a hard time believing it at first... but it's true.
it's very easy to fall into this trap. it's player mentality, and once you've established it, it can be hard to break the habit of thinking this way. but let's examine it carefully. are you sure that what you have said here is absolutely true?
i have a rogue assassin on my main account. not many past lives. not a whole lot of reaper points. gear set includes at least 5 pieces of raid gear, several more as swap items, augments in nearly all slots, max sentient gem in Pain... the works. when i try to solo highskulls i get smushed. when i group in highskulls i do very well. i don't particularly mind that the game isn't balanced in a way that allows my assassin to solo highskulls. because in a raid group, i can be very confident in my ability to contribute. in a group, i can play to the strengths of the build. at cap, class balance doesn't mean as much to me. but at level 1, and at every level after 1, my assassin needs to be able to solo. if it can't, i won't be able to climb back to 30 after a TR. and since it's a raid alt, that assassin isn't very useful unless he's at cap.
so let's look at what needs to happen, in my admittedly self-serving illustration. raid alts need to be able to level at a moderate pace, even solo, from 1-29. which means class balance is actually imperative to the leveling process. if a tank can't level, or a healer or support 'toon can't advance on their own... it's a problem. but put them into the context of cap play, it's not nearly as important whether or not a tank or support character can complete quests on their own, because they don't need to. it's cap... the whole point was to get there so they can be effective party members and contribute. who cares about balance in a raid group? i mean, it's still important. but not nearly as important as being able to actually progress to the point where you finally get to run the raids.
the priority should be game balance from levels 1 to 29. due to people actually being required to run that content, and supported by the player audit data which clearly shows that the majority of players are running that very content. if a playstyle is suboptimal, it matters to a solo player because they will have a harder time getting back to level 30, where they can finally count on having a group for highskull and raid level play. which is why the dev's should care a lot about balancing the TR wheel, and not so much about what happens for that small window which is level 30. where you can count on having 11 other people to lag out with you, and where you can contribute, even on a build that isn't allowed to solo highskulls.