So most people here knows how all classes in RotMG works. So I’ll go in straight to the topic.
I’ve been wondering, “How are RotMG classes balanced and is there any problems with it?”. Basic thoughts came to mind : Melees are broken, Some classes are just too selfish, DPS is not everyting, etc.
So I wanted to visually see the comparison between What classes are supposed to be and What classes are being right now when played by bad or new players.
This is what I see with ‘what classes are supposed to be’. There might be variations with some UTs and Item setups, but I’ll say this is the basic to me. *The rushing ability didn’t really get in count, due to the fact that it doesn’t really help a group a LOT, unless you are in very special scenario (Rushing LH, etc.)
This is what I see with ‘what classes are being played as by bad or new players’.
As you can see, A lot of classes moved to being defensive and self-centered. Good example : Trickster. Tricksters are supposed to either ‘properly drag the mobs’ or ‘use decoys to earn group some time to prepare, and control the fight, like mystic does.’
In reality, You would barely see any tricksters decoying properly unless you are in halls or in event. But they DO actively use teleport, which makes it self-centered(rushing doesn’t really count, except for certain situations, so I ignored that).
Wizard , Ninja, and Priest didn’t really change that much, due to the fact that they don’t really have ‘complex mechanics’, This, however, Does not mean that class is always Easy. The new players know what the class is supposed to do : what it’s simply made for : DPS or Heal.
MELEES. Melees shifted a LOT. All 3 melees have a good form of utility. Berserk, Healing/maxHPincrease/Damaging, and STUN. They lose their utility as they get more offensive.
But what happens at the second chart?
- Warrior gets very self-centered due to the fact that they can’t properly use their berserk on the group because of it’s short buff range.
- Paladin gets less offensive and self centered. This may look like a good thing, but considering how paladin is basically a second DPS machine next to warrior that also heals and buffs in way bigger radius, it really isn’t.
- Knight is just… useless at this point. What’s the use of knight in endgame contents like Oryx 2 when it can’t land its stun whatsoever?
THIS IS A HUGE PROBLEM. If you think about it, in most RPG games, Defense and tanks doesn’t really matter. The boss ALWAYS finds a way to either Oneshot the tanks, or just pierce through them, rendering them useless. I wouldn’t directly blame DECA for this. This always happens in practically EVERY RPG games. But as a unique RPG RotMG is, I might as well love to see the change to these balancing.
The good example of solving the problem is Marble seal. It actually makes the good point of Tanks. They help the group take less damage and lets them focus on DPS. But rather, I hope there are ones that are a bit more original than Armored. There’s Mad god cloak, Mseal, Jugg, Prot, and now the new ST star is gonna give Armored… Maybe just a group Def increase? Or making piercing shots not piercing (somewhat wall idea, but implemented on the character)? Who knows, I’m just hoping for more changes in Unity client.
What do you guys think about class balancing? Do you think new UTs will help the game improve in balancing sides? Or do you think that there should be a whole class rework? let me know what you think.