Originally Posted by
Dark Mits
Assuming all other variables to be equal, what group is "better" overall? 12 random non-TE characters, or 11 random non-TE + 1 TE?
If the second group is better, then TE is above average.
We can't just measure a class's worth from its speed in soloing content. 2 classes that have equal speed in solo mode means that whichever:
- has higher survivability or
- better resource management or
- easier rotation/skill usage or
- more utility for other members in group content or
- less dependency on pre-battle preparations or
- conflicts less with abilities of other players (same or different class)
...that class would be better than the other one.
The problem with TE is the same problem that every support class has in nearly every game (or at least in every game I have played). They are not mathematically and mechanically designed for "fairness" as in a turn-based tactics game. The abilities that enhance other players are not based on hard mathematical formulas, but instead on fire-and-forget mechanics.
To explain what I mean by mathematical "fairness", I'll give Shifta as an example:
Currently Shifta lasts normally 3 mins. It doesn't matter what you do during those 3 mins, it will simply expire. You can stay afk those 3 mins and will expire, or you can deal 5 quadrillion damage and Shifta will fully buff all that damage.
In a "fair" design, Shifta would last until the affected player(s) have dealt a certain (extra) amount of damage. That extra amount of damage (ie. Shifta's contribution) would be dependent on the stats of the caster.
So a player with low output would see Shifta stay longer on them (but they would still get the full effect), while a high output player would see Shifta expire earlier (but they would still get the full effect).
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