this post was submitted on 09 Feb 2024
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Heroes of the Storm: Alexstrasza in dragon form actually isn't any tankier at all (even if she looks it) and wins fights by aggressively backlining no matter what
DnD (yeah the tabletop): The game really gets broken by Spellcasters once you understand that even if their damage is better than martial characters, the most powerful spells are generally AoE crowd control (Entangle, Web and Hypnotic Pattern) or story-warping RP spells. Also of note: the martial builds for Bard and Warlock are full casters that can still do almost everything a regular martial can do. An important part of mastering the game is realising how horrendously imbalanced it is
Dwarf Fortress: This is literally the core gameplay loop for the first 200 hours
Welcome to DnD, where the martial/caster disparity is a feature, not a bug. ~~We're actually really, really bad about balancing our content, please buy our overpriced rulebooks that offer very little guidance on how to actually use them.~~
Tbh I didn't truly realize how deeply fucked the class balance was until I started making a really really big homebrew that required me to build and balance eight classes (operating on the personal principle that since it's a team game, all the classes should have roughly equal impact).
This philosophy right here is the fucking devil when it comes to designing co-op games
https://tvtropes.org/pmwiki/pmwiki.php/Main/LinearWarriorsQuadraticWizards
(I can link you my big homebrew if you like to play DnD 5e, by the way)
Yeah, I'm just convinced that the designers actively hate the martials classes. Even in the playtest for the new edition, after 10 years of people pointing out the martial/caster disparity, it took them over a year to write a somewhat decent skill set for martials.
(Link away! I'm always interested in homebrews for DnD. You should also consider posting it in the c/dndhomebrew community if you want more visibility. I still don't know how to link Lemmy communities to users from different instances, but you should be able to access it from my post history.)
Shoutout to Brutal Critical being the worst feature in the entire game for having minimal mechanical impact (sure it hits hard when you crit, but you have no way to boost crit rate outside Reckless Attack and the chances are still dreadful) and taking up no less than THREE levels on the core barbarian template.
https://docs.google.com/document/d/1eFc2qQTY9P3ym9fyMNYHC_mIogpt9kNrOdm5n_yj1cs/edit
Anyway, try this on for size! It's a pretty big homebrew, but so long as you take it one step at a time it should all be balanced and make good sense
Martials are "balanced" its just that they're balanced around like 8 encounters a day with multiple short rests so that casters actually have to conserve their slots. Which is of course a stupid goddamn way to balance the game because no ones going to play it that way.
From personal experience, by the time casters have depleted all their spell slots, martials are low on health as well, making the balance finicky at best even if you're having multiple encounters per long rest. The game is balanced in a way that makes it impossible for martials to shine: you either play with few combat encounters, thus allowing the casters to shotgun their infinite spell slots at the enemy, or play with multiple combat encounters per long rest, which has martials on death's door because their HP drop faster than the casters' slots.
It's also difficult, from a narrative perspective, to fit so many combat encounters in a single day, to the point that I honestly don't think it's possible unless you subscribe to some form of gritty realism ruleset (7-day long rests, long rests in safe zones, long rests at the end of a narrative arc, etc...).
This is a 3rd party upgraded version of the that a lot of folks recommend. They put a lot of effort into balancing out different classes for the reasons mentioned above.
I mean, you're just wrong here. The ability grants a flat +500 health. That's more tankier than not having 500 health. She also gains lifesteal from her melee attacks, adding even more health while attacking. And she gains reduced slow/root/stun duration, which also indirectly makes you more tanky by preventing damage you might otherwise have taken.
Sure, she doesn't become a frontliner, but saying "she isn't any tankier" is categorically false.
Slight exagguration, true, but I wouldn't want to overexplain things to random guys without being invited. (Also the lifesteal on her attacks is only if you took both the Inner Fire and Ancient Flame talents at their respective levels)
Honestly, it was just odd to see an old game and hero I used to play pop up here. Wasn't expecting that.
Is is still active?
Surprisingly, yeah. It even gets a once-year balance and bugfix patch. Mostly play Brightwing, Dehaka, Deathwing myself, although Kael'thas is fun too
It may not be the biggest game out there these days, but it's got a good enough playerbase for matchmaking to work consistently, and it's still fun to play
That one is new to me, so I must have quit before 2020.
I have a lvl 15 Brightwing myself (it probably isn't the cap anymore). definitly my favourite healer along Uther.
Back in the day a couple of buddies from StarCraft an other games were trying to get into competitive after the HotS beta and it was a lot of fun for a while. But over time it just felt like Blizzard really pivoted to balancing the game around low elo QM games, which left more and more heros unviable for competitive play. It just took the fun out of it. And of course the entire lootbox shit, I hate it.
But maybe I'll spin up over the weekend.
Yeah, he was one of the last heroes to get added. The devs knew the writing was on the wall so they focused on adding fan-favourites before the game went into 'maintenance mode' and wouldn't get new content, so we have Deathwing and Hogger (and they're both great)
Also yeah there's no level cap on heroes anymore, I have Brightwing over level 200, she's absolutely great
Ironically I found the game had the opposite balance issues before going Maintenance Mode- too much focus on high level competitive play which was getting super ultra hard stomped by Genji and Tracer plus a support. The day our competitive leagues were officially canned, then we got what I vividly recall was the best balance patch ever that made QM and draft league games so much more open-ended and fun to play.
Yeah, I remember Genji and Tracer. I suspect they were left a bit overpowered to push players to overwatch at the time. But they are both high micro, high mobility heroes, so I get they are hard to balance.
I think my biggest pet peeve was when they effectivly removed stealth by changing the effect from the decades old, proven StarCraft kind ... to basically a milky outline. And at the time stealth heroes were already terrible in competitive play.
But I should probably stop being salty about it and try it out again. It's actually still installed, lol
Took me a couple hundred hours in Baldur’s Gate 3 to realize this. Crowd control is so stupidly over powered. Twin spelled hold person gives me free crits? Don’t mind if I do.
I'm surprised the issues with D&D arent more commonly known. It's a fine beginning system but, me and my friends literally couldn't wait to move on to new systems once balance fell apart past level 10. Now we just play Savage Worlds, Pathfinder 2e and Call of Cthulhu.