However, with that example, we have to look at whether the extra damage for confront any foe is justified. CAF uses up charges, so it has another limiting factor in addition to a cooldown (albeit an admittedly short one). And those are just a couple aspects that we're looking at. We could look at its former ability to hit multiple targets and do a triple cleave and other aspects to get a better grasp on its utility. However, there isn't anything inherently negative about an ability doing more damage than other abilities because of these other considerations. It helps not to look at the abilities in a vacuum.
I'm not saying that the player base must do this. I'm merely pointing out the unlikelihood of effectively balancing classes and abilities without having the whole picture.
Really? It isn't balanced because it's being built around? If that was the case then summoning builds must be overpowered because there are people that build around it. What about flame blade or the shadow blade? And who are we looking at that builds around these overperforming abilities anyways? How likely is average person to recognize or utilize the true "brokenness" of an ability? There could be any number of reasons that a person builds a toon around an ability. Effectiveness, flavor, challenge, ease of use, etc., such that it shouldn't be immediately obvious that that particular ability is overperforming.
I do think that there should be a standard. However, for the second part of your statement, this numerical precision, I'm actually stating the opposite, because there are certain aspects of a class that can't be compared quantitatively. That's why I asked how much the ability to heal is worth. What about the ability to do damage from a distance? However, the numbers are still important. I was pointing out the problem with your thought experiment because it seemed to rely only on anecdotal evidence. When we aren't taking into account fair representations of the classes and abilities then how do you expect to balance them?
Again, you're talking about abilities that are being used in ways that weren't intended, but that's not what I'm talking about. I'm talking about abilities that are used as they were designed to be used. The continuous use of bugged examples makes me wonder if you think that abilities and classes cannot be imbalanced without being bugged in some way. Look at warlock or inquisitive when they first came out. Can you honestly say that they were balanced on arrival, or that if they weren't, that it was the result of a bug?
Fair enough.
The data I'm asking about is from comparing numbers and seeing what all is involved in retrieving said numbers. A truly fair representation of a build would be showing what effects and values you can get in the absence of gear (since a lot of items benefit more than one class and we're looking at the classes individually). Gear should have its own balancing metric. By your line of reasoning, if most players decide that the monk is in a bad position then it must be in a bad position because that is the amalgamation of the player experience. This, however, doesn't account for the possibility that many of those players might not be playing monk even close to its true potential.
And that's how we get blanket nerfs. It might be one attack for the monk or one aspect of ranged that is overperforming. To nerf all these things without pinpointing the issue doesn't really aid the cause of balance because you end up hurting builds that weren't overperforming in the process. Take the inquisitive. Now I'm not gonna say that a blanket nerf to ranged was unwarranted, but I will say that if I saw nothing but inquisitives running around then I wonder what is more likely: that inquisitive alone needed a nerf or that all ranged needed to be docked. Again, not saying that we didn't need to reduce ranged damage, but with all of those data points pointing towards one particular build it wouldn't be immediately obvious to me that the ranged style in general was overperforming. Even if you were joking about the monk nerfs, I find the humor to be in poor taste because it demonstrates a hammer-smashing approach to changes that I think is not terribly efficient.
Your poetic descriptions are superfluous. My point isn't that we need to have it exactly the same. In fact, if you read what I typed the past few posts I was pointing out the immense difficulty in doing so without stripping meaning and uniqueness from the game. My point is that when someone says that the tide is too high (using your analogy) but they didn't bother to stand up... then I can't take such comments seriously. Is it still true for that person? As much as an opinion can be I suppose, but if the devs are looking to see how high the tide should be for a standing person then my complaints as a sitting person doesn't really provide meaningful information, does it?
Enjoyment may be a factor in balance or QoL changes, but it isn't the only aspect. I very much enjoy my CC casters. That doesn't mean that I can complete quests with CC alone. Although, perhaps there is a more illustrative example. Suppose most people really liked pressing one button to break through encounters. Pressing that one button to not deal with monsters is enjoyable for them. Can we still say that this leads to a healthy game? Additionally, as you've previously stated, you cannot quantify enjoyment. I'd go even further and say that some classes will inherently be more enjoyable than others. It is unlikely, for example, for the devs to change how the barbarian compares to the other classes wrt performance such that I will be more inclined to play them. That's my playstyle. I enjoy the classes I play precisely because of what they can do conceptually and not because they are more effective than others. I understand that not everyone is of a similar mind, but I'm saying this to illustrate a point. My enjoyment of a class, or yours, or anyone else's, is not completely indicative of the class's performance.
Not at all. I'll take contrasting opinions when they are relevant to the discussion. If I'm trying to discuss whether or not a class is overperforming, I'm going to look at empirical evidence that shows this. I'm going to look at what people are doing that allows them to overperform or (if they are not doing it) what is making them underperform. The enjoyment of said class is a secondary issue. In the example I gave above, it could be the case that despite not really enjoying barbarian empirical evidence shows that it is overperforming compared to other classes, because those are two different aspects.
Not begging for anything actually. I gave monk as an example because it has a low floor and a high ceiling. I also gave examples of warlock and sorc, but I could just as easily give any other class. The point was to demonstrate more than sheer numerical superiority goes into balance considerations, and it seems you and I already agree on this. And also, I suppose CaF might be over-tuned, but if I didn't know why and in what way then how would I know it simply isn't because I'm not using it right? Going even further, how would I know if a particular change actually addresses the issue?
I'm asking this in regards to your thought experiment. When conducting an experiment, we should look at what we want to observe. The "most awesome'ist player experience" is a great ideal to have but isn't experimentally derived data.
I'm saying that there should be benefits and drawbacks. If the drawback happens to be completion time but I get benefits that justify that then so be it. Really nice ad hominem by the way, but I sincerely doubt that it adds to the discussion any.