Re: Slightly Concerned
I get what you're saying, and this problem of hybrid balancing has been brought up before the purge. It's a problem that's existed in any game, I think (although I don't want to think of hybrid classes as "problems" per se). Here are the separate issues as I see them.
Originally Posted by Solarlight
Captain balancing in role description vs. trinity play: I personally don't think buffs should suffer at all if "buffer" is the captain class's primary description. Separating that aspect from the trinity role aspects (tank/damage/heal) is one way to maintain our major role. Please note that this also differentiates among hybrid class design, hybrid traiting, and hybrid playstyle. I don't particularly like trait-nerfing other aspects of a hybrid class for the benefits of more specialization either, but that brings me to my next point--
Ranking in the pack: Jack-of-all-trades hybrid classes are never supposed to be equal to their pure trinity role counterparts. Ever. But this is complicated by how many game mechanics, especially in MMOs, work. Balancing is a nightmare. Buff each trinity aspect too much, and no one will want a pure class when a captain can cover all bases well enough; nerf too much, and the captain won't be called to fill if they're seen as a gimped class. The comparative balancing against pure classes is both a moving target and narrow slice of acceptability (for both captain and other classes).
I personally don't want too much nerfing of hybridity myself, though I do think our LtC/LoM lines could be differentiated more. I do understand how difficult hybrid classes can be to develop. Blizzard did away with the true hybrid model completely and went with straight specialization via talent trees (traits) and gear sets--even they couldn't figure out how to deal with true hybrids. Turbine may need to make a choice as well.
It's critical that players understand the difference between "DPS role" (trinity play) and "DPS mode" (esp. solo play). These are different and may not overlap in actual execution (e.g. traiting for "DPS mode" but not being called to be DPS in a group); the practical difference here among captains who talk about DPS fixes is leveling/solo DPS versus viable group roles. The real question is whether overlap is appropriate. Because the comparisons happen a lot, I'll add--buffs to minstrel WS and guardian OP were, from what I understand, to help solo work. Are these modes also being regularly brought into group play? Should they be? If they are, then one argument is that captains should be competitive with the same mode flexibility. But if minstrels and guardians are to be held to their original trinity roles regardless of traiting, then we have to assume that there shouldn't be overlap between role/mode.
Well, there's a fair bit of other reading that's appropriate for this discussion:
Captain DPS. Are you *feeling* gimped?
Guardian's have Overpower, Minstrels have Warspeech, Captains have?????
This is still the truth as I see it
Originally Posted by Trilwych
[url="https://www.lotro.com/forums/showthread.php?506048-Talent-trees-class-roles-and-player-choice"]Talent trees, class roles, and player choice[/url]
Crafting crit chance analysis: [URL="https://www.lotro.com/forums/showthread.php?410893-Sample-size-THREE-THOUSAND"]3000 sample size[/URL], [URL="https://www.lotro.com/forums/showthread.php?420198-Sample-size-ONE-THOUSAND"]1000 sample size[/URL]