Caiden’s Core: Class Balances
I have to admit, I have been spoiled by previous games like Everquest II and Vanguard that offer an astonishing amount of playable classes. EverQuest II has 24 classes while Vanguard has 15. It makes games that offer any less than five or six feel like I am being short changed. At the end of the day it isn’t a huge deal, but it is definitely noticed. With all of these classes however, how do you balance them? With categories like DPS, Tank, Healer and more, how do you stay original? Even more important, how do you stay fair? This article won’t be as nit-picky as my others, but I feel it is something that should be brought to light. Games have the three major categories for classes as you all know, Healer, damage dealer and the tank. Let’s say we have, oh how about twenty classes? Then we have buffers, crowd control, pet masters, batteries, off-tanks and the list goes on! Some sound more useful, some classes appear weaker, but how do we make them all fun?
EverQuest II Character Creation Screen
From what I can narrow it down to, there are two majorly used systems for class balancing. There’s the Triangle method, and the Stand-Alone method. So let’s start with the Triangle method, seen in games like Aion and Perfect World. The Triangle doesn’t come up often, and when it does, it is generally met with some disgruntled opinions from people who are used to the more popular Stand-Alone system used in games like World of Warcraft and Twelve Sky 2. So how does it work? The Triangle class system sets itself up in a way that one class is dominant over another, but is weak against the class behind it. The commonly accepted way this goes is Mage beats Tank, Tank beats Rogue, Rogue beats Healer, Healer beats Mage, or something along those lines. The good side to this system is it prevents mindless zerging in a sense. Now I played Aion for a good deal of time and in many cases while rifting, we had small Group vs Group combat. It was generally six of us versus six or seven of them. The rotation of weaknesses is important to keep in mind because it determines targeting, placement and more. It also adds a great difference in the feeling of danger while open world PvPing. If I am a healer running about questing and I see a rogue trucking at me, I know my chances are slim and I better book it or find some way to tactfully beat this person. The same works for all the other classes from soloing to duoing. It creates more tactful scenarios that come across as having more excitement. However the downside is, as everyone may have guessed, the inevitable gibbing of your character. People don’t like being killed without any chance of survival or fighting back. If classes are designed to destroy a specific type of class, when that person is finally hunted down and torn to tiny red drippy bits, they aren’t having fun. They died without a chance. It can even go the other way if you are charging your dominant class in hopes of ganking only to be cast off like some pesky mosquito, only to see your mage friend one shot the person. This almost creates a superiority complex. People ‘know’ they can do well in PvP, they know they are good at fighting, however when they are forced to be weaker than another archetype, it can get hairy.
Perfect World Gameplay Screenshot
The other method of the class system is more commonly seen in newer games, especially western ones. Each class has the ability to stand on equal terms with any other class in plain situations. Now I am not saying that some don’t have an upper hand, I am saying that it isn’t as clearly set in stone as it is in other games. Soul of the Ultimate Nation, Jade Dynasty and World of Warcraft adopt this in their own way. In some cases, yes, I understand you have to ‘build’ your character with skill points and talents and other pointy goodness, but in the end there isn’t a defined fate for these classes. Here’s an example. I used to play a healer type in WoW and Jade Dynasty. Now solo PvPing was never really an issue. Sure I would have to heal more for DPS classes or spend more mana to kill tanks, but I could still fight them on my two feet, without needing the aid of an ally. The same goes for my other classes, I was never truly given a weaker hand of cards, unless the person completely out leveled or geared me. People like this method of game play for multiple reasons. It gives everyone an equal chance at being dominant on the battlefield. It almost creates a more skill based game where players truly have to understand the workings of their class mechanics if they are to survive in any and all situations. However I see a downside to this system. It makes large scale combat relatively simplistic in my mind. It comes down to numbers and gear at the end of the day, which does have the same level of excitement as a group of five holding off oh…twenty or more enemies for over an hour because they had a tactical terrain and position advantage over the mindless zerging enemy…*Cough* Anyway, it just comes down to play style preference.
Jade Dynasty Gameplay Screenshot
Sure you can argue with me about how these games work. Some may say, “Caiden you silly banana, this game isn’t a Spartan-stands-against-hordes-of-Persians mechanic, it’s a triangle! Because in this situation I blahblah’d and then my opponents blah’d and we won, thus proving my point so nyah.” Right, having fun with that, but in the end, this is just me ranting…sort of. I prefer the triangle method of game play because I like the feeling of being kill-able. I like that challenge of finding ways to defeat my so called ‘stronger’ opponents in ways that prove me a better strategist or combatant. It’s a sense of achievement that, to me, can’t be matched by Rambo mechanics. What about you folks? Do you like being on an equal playing field to others? Or having a weakness/strength aspect to your game play and PvP?
By, Caiden

"At the Center of All Things"













July 12, 2010
#
I remember playing EverQuest 1. That game also had like 15 classes and races. After playing games like that, you’re totally right about feeling cheated when games have 3-4 classes. Unfortunately the “norm” amongst most games is 4 classes.- Warrior, Mage, Thief and Healer.
July 12, 2010
#1
ReMo i know the feeling about 3-4 classes but Everquest felt like a waste of use with some classes i mean you got a warrior and a cleric right? the warriors main tank NO! Im a Cleric on Everquest 1 and i out tank EVREY warrior i meet this purpose is defeated with several classes and it makes me sad but i still play EQ for the simple fact that its fun… World of warcraft has this Class problem to The paladin if played right can beat ANY class in game Making it way to overpowered.. .Same for LOTRO the hunter is WAYYY to overpowered with the Heartseeker Move a hunter can one hit anyone he wants in pvp …
July 12, 2010
#2
Well you’re correct. With so many classes, balance goes out the window =]. Remember how in EQ1 how ridiculous buffs were? Level 65 cleric / druid can buff a level 1, so he has like 5000 HP, 500 damage thorns auro, so all he has to do is run into a dungeon and 1 shot level 10 monsters through thorns aura. Damn EQ1 was awesome. haha.
July 21, 2010
#3
ya remo i remember that throw me some SoW and a few temps and i can one man a raid… EQ1 was epic truely if Sony had of upped the graphics and kept going EQ1 would still be VERY popular cause EQ1 has indepth and im mean INDEPTH Skills as far as swimming, tailor, black smith, quiver making, arrow making, so many stuff to max out and so many lvls it really is a challenge i sit for 3 weeks farming giants for platium and came out with 4mil plat i spent it all in one day buying augs for my gear. EQ1 was a Time taker and a gold-digger but man i loved it and still do EQ2 is EQ1 with less Overpowered abilitys
i guess sony said No more making clerics god and more making them heal 
July 12, 2010
#4
To be completely honest though, if the game has classes that are fun to play and have numerous advancements (Such as Maplestory or Fiesta) then a game can still be really fun.
July 12, 2010
#5
Well the PvP is different based on the game.Sword of the New World you have a choice of controlling 3 characters.Assuming you chose all different classes (out of the what are there 5?) the PvP can change drastically.
July 12, 2010
#6
Well i got a question games like Silkroad online for example wat type does it use?
Cuz i think its balanced but kinda triangle not sure:S
July 12, 2010
#7
I have to disagree with you, mainly on the point of WoW. WoW is neither the triangle that you describe, nor do the classes stand on equal ground. Anyone who has spent a good deal of time in WoW knows that some classes start off with an advantage against other classes. However, any class is beatable by any other class if the person playing has enough skill. Let’s take an equally geared retadin and rogue for example. Under ordinary circumstances, with two players of equal skill, the retadin has a clear upper hand. However, alot of people that play rogues in pvp are quite a bit more skilled than most who pvp with paladins. As a result, even though the paladin has the upper hand against the rogue in things like skills and abilities, the rogue can have it’s own advantage in the skill of the player. I guess what I’m trying to say is that there are some games where there is more to pvp than just the game mechanics and what class is stronger or equal to the other class. Some games, like wow, greatly depend on the skill of the player.
July 12, 2010
#8
WoW.. I played WoW till 60 pre-bc and played it A LOT back then. Every class could beat every other class for sure, but if classes are equally geared, I don’t know. The only way a rogue can beat a paladin is if the Paladin is straight up fail. I don’t know how much things changed with WoW lately though. I’m sure the game is completely different now.
July 16, 2010
#9
A good reply, but;
“Sure you can argue with me about how these games work. Some may say, “Caiden you silly banana, this game isn’t a Spartan-stands-against-hordes-of-Persians mechanic, it’s a triangle! Because in this situation I blahblah’d and then my opponents blah’d and we won, thus proving my point so nyah.” Right, having fun with that, but in the end, this is just me ranting”
It was expected haha. I’m glad you read through it though. Hope you enjoyed! I’m always up for chatting about games. I like hearing other peoples stances.
July 13, 2010
#10
The wow class system is pretty solid. Instead of having 15 -20 classes that are verry specialized is better to have 8-10 classes that can fit multiple roles (for example in WOW a druid can heal, can tank, can be a melee dps or a caster dps)
Regarding balance the triangle system is a flawed one. being constantly weaker than Y class because you play X class (skill have nothing to do with this).
The system were everyone have a chance to beat everyone is somewhat better. It doesn’t create pvp gods how you stated, but it creates a pvp system were skill really matters in a large sense and it reduces the chance that you will become frustrated by the game
July 13, 2010
#11
And what about classless mmorg’s then? Anyone could have any skill so pvp is more fun because it’s unpredictable (opposed to triangle).
July 13, 2010
#12
@ Merlijn De Wit: I understand what your saying
but imo when their isn’t a class selection a chunk of difference between you and everyone else is stripped away.
July 13, 2010
#13
I personally like the stand alone mechanic in design. It is a shame however that gear plays so important of a role because that gives the people who play the game more often an advantage over the ones who don’t.
I think the best measure of skill is something like in Modern Warfare where you are given better weapons and such for playing longer, but at the end of the day its the terrain, flanking, and over all strategy which wins you the day. AKA skill.
Making MMOs skill based is almost impossible since in reality, gear is an important part of the game, even if you don’t want it to be. That just shows you how the RPG archtype plays into game balance.
Its a shame, but without gear balancing, a level 80 naked warrior could tank a boss if he was godly good at what he did.
July 13, 2010
#14
Just thought I would mention that the only way to get away from gear balancing is to give everyone the same gear or make it that gear effects style of gameplay and not the numbers. (Think Modern Warfare weaponry or Way of the Samurai)
July 13, 2010
#15
I played Perfect World for a good bit of time and whether its a pure triangle is a bit debatable. Some classes can be played in various way depending on how you spec their skill points, what armors you choose to spec for, and most importantly what skills you have at leveled. Each and every one of these plays a huge part in how much you can take and/or deal in PvP. A PVE spec’ed Venomancer using the full magic build that is popular has a specific roll in a TW just as a full fox form Venomancer while technically being the same class has totally different play style and roll within the same battle. That is why its not a pure triangle.
July 13, 2010
#16
Excellent replies!
I love the triangle method, but sometimes stand alone is fun if classes are built well. Early Lineage 2 days were fun. Even though everyone had the same gear, you really had to understand your class for a good rotation to beat all other classes. Sieges were always great too!
July 13, 2010
#17
ReMo, here’s a question for you. How would you describe the the classes in EQ2? I am playing the trial currently and I find the warlock fun with her feather spell and I really like the platforming I am able to do. Do any other classes have these fun utlility spells? And what are the classes in EQ2 in a nutshell?
Also, I remember you talking a while ago about a game where lvl 1′s could one shot monsters 1-5 and they were extremely over-powered. Do you remember what game this is? I want to experience the joys of extremely fast leveling like in Tantra, but I cannot get tantra to load..
Regards,
Beret
July 13, 2010
#18
I like the fact that EQ2 has a lot of classes. It gives players enough choice to find a class that they enjoy playing, rather than having to “settle” with one of few classes. I never played EQ2 that much, but I was big into EQ1, and a lot of spellcasters had their own unique “utility” spells which made the game fun.
The game I was talking about was RF Online. You start with absurdly powerful weapons which 1-shots everything. The quests / item drop weapon rewards do like 50 damage, but your starting weapons do like 2,000 damage.
July 14, 2010
#19
Ahh, yeah, I rolled a warrior in WoW and have been playing that a good two years so I am used to that style, but recently ive been finding casters and warlocks more fun due to some of the spells they have. I guess I like the class that pretty much decimates a foe before it realizes whats going on. And, rogues are cheap,.
Ah. yeah. yeah thats the one. I tried playing that months ago but it had shut down already. :/ Bummer.
July 14, 2010
#20
RF online was a fun game. I liked the idea but they didn’t expand on it enough. Nice graphics though.
Thanks for the comments, keep it up and look forward to next weeks article!
July 17, 2010
#21
I don’t really like either. The reason I quit Aion, is because it’s a gear game. It attempts to use triangle, but if your a twink, you can kill anybody around your level. I want a strategic game, like TERA, Where the tank can physically hold back the mob/player to stop him from reaching the healer. Something that will depend on skill, not hours played, to be the victor.
July 19, 2010
#22
I am very excited about Tera online and DC Universe. I’m looking forward to experiencing some nexGen games.
July 19, 2010
#23
developers of mmorpgs are so concentrating on alot of classes like warrior, mage, or archer, but i remembered developers forgot 1 more class…SUMMONER!!!
that is my favorite class to play, but a lot of developers have failed me. DAMNIT!
July 21, 2010
#24
This is probably due to the fact that kids/players, while they hate dying to another player, hate dying to another player’s pet much more. They consider it “no skill”, when all the player has to do is to sick their pet on a player, and run interference (snare/stun/mez) so pet can get to them, stick on them and kill them.
WoW tried it back in 2006 or 07 with Hunter’s pet. The amount of complaining about the Red cat of doom as it was then known was huge.
August 29, 2010
#25
I’ve seen many games and played many with triangle based and stand alone based pvp, i started wow Alpha my cousin and best friend mark who worked for blizzard granted me access to that, as for when i stopped i have not completely stopped playing wow yet. As for pvp vs pve in wow over the last 6 years it has greatly changed more and more over the last 2 though, yes i play a rogue it’s my main character and i prefer to PVE over PVP but on the other 4 days of the week were i can’t raid because of my save timers i pvp, as for the balance of wow for equally geared players in pvp, i don’t meat many who compare to my rogues gear except guildies, and i BG and arena in my pve gear without problems of dying or loosing a ton usually just goof around in arenas, but back in the days of lvl60 cap wow when we would wait outside of nax bwl or mc, we would duel, Myself as my rogue Pinch. and my friend Taural as his warrior, would sit and duel over and over, now most warrior of equal gear can beat rogues with less skill required as far as it went with me and him, we dueled so many times i think the difference in wins was only like 5.. In wow rogues are given a persona as survival melee clothies at a pvp level, stunlock combat is not the only way to win as a rogue, i prefer the dmg kiting with poisons and disarms now, ehh i’m rambling sorry, the point is WoW is triangle based, the fact of the matter is hardly anybody who’s been playing as long as me and a few friends stopped playing years ago. which years of skill on a class, compared to people starting fresh it creates an idea of stand alone. That has been my experience that determined my opinion.