gruenesschaf wrote: ↑Fri 5 Jun 2020 8:16 AM
From a nerf / buff point of view you're right and enchanting ench, summoning sm, matter sorc and many more specs for more classes should be buffed in general as they are just useless.
However, early on we decided to use 1.65 as the baseline with changes from there, those changes include primarily QoL, hybrid viability (be it via nnf ras or explicit buffs) and some mechanic changes, actual class changes other than some number tweaking were not really done aside from early on, mostly in beta.
A core assumption was and still is if a class has a viable spec it's fine and doesn't need buffs to other specs, if it doesn't something should be buffed so that it has something viable. In these cases, just like with the wizard, new abilities would be required as just number tweaking wouldn't cut it in those lines.
The reason for that is pretty simple: in 1.65 almost all classes had only one, maybe two viable specs and hence if you saw a certain class you could be reasonably sure what to expect and even without knowing the class you could be reasonably sure what kind of group compositions you are likely to encounter as only a few were viable and you can be reasonably sure that all groups will have certain core components like 2 healer + skald + shaman, 2 druids + bard, 2 clerics + minst + sorc and you will find only very few exceptions to that.
All of that combined limits the amount of abilities you are likely to use or to encounter in rvr and that is basically the core property we want to keep from 1.65. Personally to me, nothing else about 1.65 is worth preserving as that is what defines the classic feeling, everything else, even the map doesn't matter compared to the amount of abilities and the abilities thrown around.
Changes to certain abilities are perfectly fine for the most part, especially if the changed ability still shares the core intention with the one that has been replaced, a good example here would be most of the updated ras. However, introducing entirely new things is a bit different.
Then we have nerfs, here it's important to understand that, with the exception of stealthers, we only balance classes for group combat. It's just not worth it to even try it for solo and it's not worth it to do it for zerg / keep fights, the exception to the latter would be individual abilities that have too much of an impact there where the nerfs can be limited to that style of gameplay. PvE changes are handled the same way as the zerg changes: Usually not done for an entire class but certain abilities and limited to be a pve only change with pretty much only the feather group content being considered.
With that said, is the minstrel charm and bd rupt stupid? Yes. But the required minstrel nerf, charm removal no longer breaking cc on the pet, is likely too much but would be the only nerf worth considering. Bds, no idea, the core concept is pretty stupid but it's the core concept that is problematic same as animist / necro, making the instant resist debuff no longer rupt would be pretty drastic but is also the only thing worth considering.