I really want to emphasize this. Bioware
commonly turns out classic style RPG's. Neverwinter Nights, Dragon Age,
etc. The Mass Effect titles are about as fast paced, and actiony as they
get.
So they implemented various gameplay elements for those
of the Bioware loyalists out there, who aren't fps or tps fanboys, that
are just naturally talented and well practiced in these settings.
An example is the ability to pause midbattle and move your squad around, choose
abilities, etc, rather than force players to accomplish everything in
the heat of battle.
Another is the implementation of a decidedly
simpler archetype. The soldier, who doesn't need to wind up before
taking a swing, doesn't need to set up chains of abilities. They're
point and click. It's deliberate.
egervari wrote...
I agree with this premise in theory, but are you somehow suggesting that adrenaline burst is a loophole? :/ If it is, that's a pretty obvious loophole that would have taken them about 15 minutes to discover....
So, is Adrenaline burst a loop-hole? No. It's a fun mechanic. It's very effective, and assigned to the class which is meant to have a bit of an easier time in getting through most situations. Where the 'loop-hole' or overlooked imballance, comes into play is in just how effective this ability can be when used at the most extreme difficulty of the game.
Yes, this is something that designers, beta testers, etc, may not have had the time to test thoroughly enough to find it was working in anyway but as intended.
egervari wrote...
They could easily hire someone like you or me to play their game at a fairly cheap price to look for balance problems while they get it ready for production. In many of these cases, there has been delays due to PC/xbox versions being developed at different times and so on. This is a great time to do balancing.
They do. They hire many game testers, then they get the alpha and beta communities involved. But these games do have deadlines. It's not a small matter to pospone release because they want to continue tweaking classes. There are two things that the online community remembers and complains about most on a game- if I can be so broad- the first is the quality, the second is did the company stick to their release date?
Look at Blizzard. World of Warcraft delayed the release of Burning Crusade a whole bunch. The other expansions were released ontime. Yet there is still todate a stigma that blizzard always releases things slowly, late; at sloth-like rates. That sticks in a player's mind. It tremendously affects the reputation of the developer. So ballance issues such as these often get kicked aside.
Unfortunately, players equally dislike having their class 'reballanced'. For every 1 person you appease with those changes, you ****** off 3 others. Case and point, look at the Trion Worlds forums and see how out of control the threads are which discuss upcoming nerfs. There are a LOT of unhappy voices.
egervari wrote...
Whether I am naive or not doesn't dismiss the balance problem that exists 
I have played Origins. I think Rogue and Mage are both really strong. Playing as 2h warrior is a sure way to gimp yourself in Origins, so that's a better example of a class imbalance. Playing a tank is just redundant, especially at the beginning :/
Of course, in DA2, they switched it around. 2H warriors became the imba-class. This is super clear.
As someone who enjoyed both mage and rogue thoroughly, I should clarify that
I don't find one to be inherently best. I didn't min/max in those games. I know that melee rogue was very straight forward though, where mage took a greater application of skill due to friendly fire issues, and how easily you can be killed.
Rogue is easier. As in the case of Soldier, someone with a lesser skill set can achieve a comparable level of success on a rogue, as someone with a greater skill set can achieve with a more challenging classtype. This is by design.
The player community is not created equal, so why should the class system be? (within reason of course) Many players come to these cames for the experience, but they want to do well. Many approach the game by first asking their friends, 'Okay, so what's the easiest class to play?' while others want the most complicated and challenging.
Are some of these effects unintentionally too-imballanced from time to time? Perhaps. Unfortunately the harm of trying to repair this either before the fact (through a release pushback) or after the fact (nerfing/reballancing) is often too great. It gives the company the reputation of being one that can't make up it's mind; is innefficient or uncoordinated.
If they ****** off a hundred or two hundred players by having one class slightly too easy to play, it's no where near as bad as pissing off their entire customerbase by making poor dev decisions.