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    Default Class balance analysis

    The following post is completely based on my experience and opinions; feedback is always welcome. Also its loooooooong *not for the weak of will*

    A few days back i decided to switch to a rogue like most of the AL community. While i could have used elixirs/top gear/guild help to rush through; i decided this would be a good way to check out how class balance and gaming fares for the low lvls; since the balance is a disaster at endgame
    So with no guild to my name, just a bunch of lvl scaled epics bought for 200g each i set off for an authentic AL experience.
    What i experienced was wt4 is the most balanced map ( and dead city to an extent) ingame at low lvls.
    Wt4 without a tank in 15-25 bracket was a nightmare ( keeping in mind i was only epic gear and made sure my random run partners werent too strong), while bracken/dead city/kraken were much much easier.
    A pt with all 3 classes is preferable for wt4. The reasons i found were :-
    - high direct hit mob density. Those skeletons towering up around you are no easy game and its extremely easy to get overwhelmed by sheer numbers. This means a tanks presence becomes necessary along with mage's crowd controlled skills to keep them stunned/frozen/slowed for breathing space.
    - strong hitting long range witches. Yet even at those levels, a sole tank team is of no use. The skeletons will keep you busy long enough for the witches to keep hitting you( and they hit hard enough) from a distance. A group of 3-4 can take one war down with ease if there are enough mobs to keep them busy.
    - not enough space for kiting and seperation tactics, too tough to run circles around mobs with a limited space ( makes tanks even more useful)

    While dead city employs similar tactics; the skele mobs as well as archers are too weak to be much bother and much wider space.
    Now an analysis of everything wrong with endgame. Let us look at the latest additions
    TINDIRIN
    Mob density is low , but mob hits are high. Quick kills are much needed
    The ratio of long range to short range mobs is widely off ; making it useless to try to tank them
    While a lot of bosses can hit long range and thus trouble rogues ; the red zone is an easy give away and can be worked around.
    However, the first wt boss is brilliant at this. When hits are from a certain range ( usually for nox and aim) the boss rushes with no warning and deals heavy ( 2 shotable) damage. However this attack doesnt seem to trigger if the full pt is in close range. This makes rogues and mages susceptible to bosses and reduces their performance

    PLANAR ARENA
    This is a joke for warriors and mages. They are practically unneeded. Its potentially PVP , perfect rogue scenario.
    Single bosses, most situations and heavy attacks requiring close range makes this a rogue dream. Also while the second point is also useful for mages; their extremely low use in boss fight keeps them out of this comparison.
    A few examples:-
    Proximity circle- Useless if you can stand in different corners of the arena. Bad only when two players need to be in close quarters
    Glob/Frostir - Their hardest hits are close quarter hits
    Only few like spiders and stahl provide a better balance.
    A tentative solution could be a witch boss which sends out mobs of strong health and dps. The tanks / mages are needed to keep them busy while the rogue can go aftr the boss.
    A dragon boss which does random no-red zone attacks like wt1 boss and has passive burn effect if a certain proximity range is crossed. Keeps dps classes close and hence needs tanks to distract the boss.
    Loot table - Fail
    Atleast something like even a vanity aftr X runs will help keep interest for other classes, since none can match an all rogue pt in speed of run
    PLANAR TOMBS
    Much much better than the rest in terms of both class balance and loot. +1000 to token system
    Hard hitting mobs make this a good place. Yet the actual lynch points of this balance are the low health/ high hit giants and high health/ high hit mages which can be easily avoided. While this makes for a great stratergy and most parties still prefer diversity in classes; this makes it much easier to run without wars.
    Also; the bosses dont respond well to taunts and rogue/mage taunts can even override a war taunt which makes wars pointless except to use a kelvin for stuns


    While I agree; this wont solve the problem much since the core of the problem exists in the skill system
    If wars are to be the support class; they need better buff skills. Except horn; we are useless in buffing.
    A good change could be addition of a skill choice like rogue's veil; which buffs nearbly players.
    Thus a 2 taunt/2 buff skill set will be a much more useful set for runs.
    Any feedback is well appreciated

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