All of this is great, glad to see the discussion. And thanks for posting originally BinaryTertiary.

Originally Posted by
BinaryTertiary

Originally Posted by
Raninia
I think it's a little bit of both, at this point. One thing that's important to be mindful of is that the distinctions you're talking about generally don't matter as much for landscape content. Obviously, if you're playing a spec that has more heals, you'll have a harder time killing landscape mobs, but it can be more of a personal playstyle thing than just trying to optimize, if that's your jam. Our goal with endgame instance content at high tiers is that every class has at least one trait line that's useful and worth bringing, so that no class is completely shut out of that content. That said, getting 30 different class/trait combinations to all be fully viable within endgame - not to mention Brawler coming up - is not something we see as a feasible goal with where we're at right now, and maybe ever? A lot of other games have moved away from this sort of old school model entirely because of how difficult it is to balance. I'm not saying we'd do that, just to give context as to where folks that have bigger budgets and resources are at.
For landscape, there is no class (or specialization) that is struggling. All of them can handle it, it's mostly down to the player.
However, my crux of this question was the end-game, be it casual raiding or "top-end questers" (as per Cordovan words, not mine!).
What's the actual stance on the balancing approach for these specializations? Will we ever see Guardians coming in to DPS for their Champion tank friends, with Captains healing?
There is a lot of merit to such flexibility I think, as it really reduces the chance of a class being completely....outclassed.
Best examples again, are Champion tanks and Guardian DPS's specializations.
- They're both on the edge being able to join runs and have been for a while.
- Changes they'd need to get into such content wouldn't really be that strenuous to achieve, as it's just a few rather simple tweaks and balances.
- Further notes go to Minstrels and Beornings. They provide very fun and enjoyable gameplay, however...it's just not there.
This is probably the most interesting part of the discussion for me.
I want to endorse Vastin's method of piecemeal tweaking classes, especially given how yall gotta budget dev time. In u30 beta, that was bringing red guards and red bears and red bears closer to raid viability as dps, mostly via baseline damage tweaks.
Guards, Vastin didnt touch mechanics at all or traits hardly, mostly adjusting baseline dps numbers. Traits and new effects are fun but if presumably-lower-effort bumping up of numbers gets it done, please do so. Ain't quite done though, but I'm pleased with the progress. Atm, from what I'm reading the u30beta top end red guards were dummy parsing about 75-80% of top end red champs, which is just another good across-the-board 20% increase to making it a wash to replace the 2nd red champ with a red guard in all but the most minmaxy of raid comps. If you shoot for parity and hit a bit under for the most demanding content, that'll still leave the meta for the lower tier raid or dungeon content with more valid options and thus richer (for the bulk of grouping with probably most 130 players! And probably most of the playtime of players who identify by "raider" because we need those embers). And it necessarily helps out solo specs for the landscape too. So keep tweaking!
And i think yall hit the mark with red RK. I predict we'll see one per minmaxed raid comp, no stacking, which IS that practical goal of at least 1 slot per class which I also hold. U30 isnt out yet so we'll see, but I've got a good feeling we'll see a red RK in just about every raid comp. Red bear too for single target fights specifically (practically, probably never though, because who wants to bring in a red bear for Thoss and Rukhor and drop it for Shelob?), replacing a 2nd or 3rd red champ; i am in left field by myself saying this, but it's looking like theyll pull ~70% of the boss dps of an equivalent red champ in the same raid but expose and the extra 4s per 16s a raid with an existing yellow bear will get from Armor Crush will more than make up the difference. Not a viable replacement for a 2nd yellow champ of course. So all this narrowing of the gaps was done with boosted baseline damage AND the alteration of one bigass debuff on each. Only Vastin can say the dev time to results ratio, the latter half of that ratio only knowable after it goes live. But it feels like time well spent and if the "harder" work of fixing bear's execute or making claw swipe trait-agnostic comes farther down the road, that's fine!
Argendauss, Captain
Rechart, Warden
Hrodgart, Beorning
Gunnart, Guardian