Why have we taken something so fundamentally simple and made it difficult?
What is the big idea behind the way we balance tanks, bruisers etc? Legitimately asking, not trying to be a troll.
In my mind - and I'm no game developer - it should be as simple as this.... on one end of the damage/survivability spectrum, you've got assassins. They do lots of damage, but have little to no survivability. On the other end of the spectrum, you've got tanks. They have a shit ton of survivability, but do little to no damage.
In between, you've got bruisers. They have a good mix of both survivability and damage, but don't excel at either.
Then along that spectrum, you've got everything else. But the fundamental thing is that survivability is on one side of the spectrum, and damage is on the other. You must sacrifice one to attain the other.
Why is that so hard? Why do we have tanks that do insane amounts of damage, bruisers that do no damage, and assassins that can survive a full on 1v5 onslaught? What is the logic behind this?
At what point did we throw "Strategy video game stats 101" out the window? Could someone kindly go retrieve it, open it up, and give it a read? Because I feel like we got lost along the way somewhere...
Its not as if this is a new concept. This dichotomy has been around since games had to be installed through a series of floppy disks. Yet somehow we've managed to get away from what has been a tried and proven balancing act for literal decades.
Why?
dealing too much damage is to remove the mechanic that required a bit of skill and not being baited.
to
when there's a substantial amount more nuance than two variables.