I realize that there is no way we can expect every class to be balanced right off the bat or anytime soon. But what astounds me is the sheer amount of people who cry for a nerfs before anything rather than identifying what classes have problems and fixing them. When we can say with confidence "Yes every class in the game is useful on any difficulty and has skill that synergize well with it" then we should focus on balancing things that are easy number fixes like damage done and clear times. Right now there are some classes that do clear ridiculously fast and some who fall so flat on their face you wonder what they are even doing in the game. There are some classes who, instead of having unique passives to their class or archetype have passives that are literally copy pasted from others with a simple name change. we have some passives that don't even do things for the classes that have them (look at the Pyromancer passive for Necromancers for example; literally half of that passive does not apply to the Necromancer skills) Shouldn't we try to address those issues first to bring every class to the level where they make a unique difference and form an identity rather than nerf everything to the ground to the point where classes lose identity and unique attributes? Right now I am not worried about every class being a god, the rng grind halts that pretty well and the only class right now I would consider silly is the Arcane Warrior, and even then it isn't like he can just face tank a perilous run and is still just as limited by how strong his weapon is.
Right now I am more worried about making sure every class is useful, unique, and has their passives and skills synergize with their role. Once that is resolved and we see the real potential of the borked classes we can worry about balancing them in comparison to the current powerful ones.
Lets say we are comparing the differences between blunt and bladed weapons. Comparing a sword that is dulled and broken in half to a mace that is in perfectly suitable condition isn't really much of a comparison at all, I am sure the guy with the broken sword isn't happy about his performance and might think a mace is a more effective weapon, but maybe we should wait till we give the guy a perfectly functional sword before making a decision about whether or not maces are better.
(I was going to compare a rotted apple to a fresh picked orange at first, but I figure this would be more fitting because of the setting
)
I think the thing that people should accept right away is that the classes will never be balanced. BioWare should strive for it, but they wont achieve it without making every character the same which is far worse.
With that in mind I don't think we should completely disregard the nerf bat until everything else is fixed. Sometimes it's easier to bring one class down a bit while you're in the process of bringing 4 or 5 of them up(or whatever the number is). The one thing I do hope is that this time they separated the abilities that are shared by multiple classes within the code itself. It could get annoying in Mass Effect when one kit's abilities were brought down because they were shared by an Infiltrator.
In general BioWare will want to keep the game at a certain difficulty level. Unfortunately we don't know what that level is, but anything above it needs to be brought down while anything below it should be brought up. Weapons play a part in it, and everybody is going to be at much more varied levels until more people are sitting in high end gear, but I'd say that the combo shouldn't be broken either. At that point either the character or the weapon needs to be looked at. A sword shouldn't trivialize the game once a certain kit gets their hands on it.
I haven't actually gotten into my datamining yet, but assuming that BioWare used a similar setup as Mass Effect 3 then we wont be able to switch around abilities very easily which would make the characters stuck with what they got.





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