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as for my personal opinion about the way blizzard balances pvp... at first, they claimed that each class was balanced against each other class (that is, 1v1!) in a circular "rock, paper, scissors" manner. then they claimed that people who weren't doing well in pvp were simply not geared or spec'd for it -- a ludicrous idea and a bald faced lie since it was entire classes that were not showing up on the stat boards, and the armory could confirm that gear distribution was relatively equal considering blizzard's itemization. now they're trying to say that it's natural for some classes to do poorly 1v1 because they're trying to balance the game around 5v5 and larger-scale BG combat.
if it were true, then blizzard would have been balancing pvp around content that didn't exist until arenas went live. but i suppose it's also possible that their standard of balance has changed according to content, so i leave this as the weakest plausible argument.
I'm going to look past the standard mage QQ for just a minute here. Pre-TBC the classes were extremely unbalanced, but the paper-rock-scissors scheme was very obvious. The imbalance was due to the fact that things like warlock could defeat a large number of classes while paladin could only beat 1 or 2. However, winning against those classes was a virtual assurance.
With the rise of arena a great many things have been changes to balance PvP less around 1v1 and more into group combat. A major change was the duration of CCs. 20 seconds of sheep is bad, but 20 seconds of fear is unstoppable. Literally, some classes could not win against a pair of well played warlocks because there simply weren't enough ways to avoid their CCs. The introduction or resilience seriously hurt ret pallies as well as destro locks and most mages. Higher resil totals have removed certain specs from the arena as just being too crit dependent and forced others to shift tactics to adapt.
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logically, it's absurd to balance an individual class around group content because group make-up is extremely varied and not even blizzard can know who will make teams with who. in other words, it restricts the viable combinations of party make-up -- and arbitrary restrictions to players' otherwise perfectly legal capabilities is nothing less than sh*tty design. when a DM forbids the player wizard to cast any divination spells just because it would ruin the plot, the DM is a moron and the players need to find someone who can cook up a real campaign.
Only an idiot would balance classes individually when they all have to interact. Especially in a PvP setting, certain abilities have to be limited and restricted to maintain balance. Classes will always have certain counters. Even in table topping, casters will defeat fighters, rogues will defeat casters, and so on and so forth. Games with group content are SUPPOSED to be balanced around the group. Yes, this does create situations where your group is just completely inviable. Why have you never encountered this in your scrubby little D&D games? Because first off, many campaigns are made FOR YOU, which would allow your unorthodox composition to thrive. (I also find it comical that your appeal to better balance happened to be one of the most poorly designed RPGs of all time. D&D was the prototype for modern gaming and it shows. D&D blazed a trail but the road was paved by systems like L5R, Shadowrun and V:TM.)
It is even more likely, however, that only a group of idiots would manage to put together a group without a single spell caster, healer, or negotiator, even in the care-bear table top realm that is D&D. This carries over directly to MMOs. Mages play a very simple role in 3s+ and BG play. Locking out healers, harassing melee and providing essential offensive support are all "mage jobs" that can be performed even under duress.
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in practice, the work of a group is never performed equally. anyone who's ever heard of a damage/healing meter knows. in 5v5, the weakest classes' slack gets picked up by everyone else -- and therefor the weakest class needs to be cut by the team for the team's benefit. which means that individual classes can still be imbalanced and that it's just as bad as class imbalance is in 1v1. it just might be harder to detect because the group's performance is averaging over the crapadelic performance of their mage.
In a 5 man or 5v5 the weakest performance should still be stronger than whatever you're up against. There are certain classes mages play very well with and others that they don't work as well with. A mage's main problem is going to be his mana pool, and while it may be quicker to focus fire it down in a standard 3s situation, I've found that a mage backed by a disc priest can be exceptionally hard to take down and if you put a ret pally onto that same 3s team what you have is a mage who will be far more powerful than you would initially anticipate. Given IB, PS, BoP and PW:S that mage will take far more punishment than you want it to. The key? Building groups that mages can work with, rather than being a nub, dropping your mage into any old team and wondering why you aren't getting anywhere.
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you don't see the warrior getting focus fired down. it's the mage. they aren't worth the CC. you sit on the healer so he can't do much and just three-shot the mage as soon his ice block drops.
Protip: If you want to survive focus fire, try arenaing with classes that can help you with that. Druids and Disc Priests make very good healers for you because they can set you up before you get attacked as well as use their CC to buy you some breathing room. Pallies are a bit easier to control but also provide very good benefits. If you're getting focused down, though, I have to wonder what the rest of your team is doing.