Kincade said:
Okay, "in the bracket where the F2Ps are, who happen to vastly outnumber P2Ps, though no one actually owns the bracket." Is that better? Stirrer of nonexistent controversy?
Vastly outnumber? BGs aren't popping nearly as often as they were before 6.0. This tells me two things:
1. A majority of the F2Ps have quit or moved onto a different bracket.
2. It's only a matter of time before the few of you who are left get fed up and stop queuing on trial accounts.
It's already to the point where I am seeing the same teams over and over again in Skirms, and seeing a healthy number of 29s in BGs.
Kincade said:
P.S.: Unless I'm mistaken and something's changed, Hardwell plays F2P anyway, so really please don't butt in where it doesn't concern you.
Don't butt in to a public discussion on a public forum on the internet, which is accessible by over a billion people around the world....
Maybe you should use the private message feature?
billy said:
How to completely balance the game is to make all the skills similar, basically making everyone into one class. That way people won't cry, right?
No but seriously, the game cannot be that balanced because all the classes and specs are different from one and another and if Blizzard managed to completely balance the game there will still be people that will complain.
This is untrue. Classes being different does not lead to imbalance. Classes have to be different or else there is no reason to have classes in the first place. Every class boils down to the same mechanics anyway: damage, healing, CC, utility, ect. What differentiates these classes is how those mechanics are flavored. You know it's a mage CCing you because you're a hapless sheep wandering around for a minute. You know it's a druid healing you because he's running around changing into different animals and throwing hots on everyone.
The balance issue comes with the numbers associated with mechanics. For instance, if a feral druid's relative damage output over 30 seconds is significantly higher than a fury warrior's, both being controlled by players of equal skill using optimal rotations, that's a
balance problem. All one needs to do is identify the median numbers of all classes, plot them on a chart showing the lowest to highest, and they can begin tuning things accordingly. Blizzard just happens to ignore that part of game design when it comes to class balance.
They literally make some changes, push them live, and wait for players to prove how overpowered/underpowered a class or spec is. Then they make some more changes, push them live, and wait. This cycle leads to the wild imbalances we see today.