Even though Season 4 of WoW Dragonflight promises fun, players should still expect some level of balance.
The fourth season of Dragonflight acts more like a farewell for the current expansion rather than what we typically expect from a WoW season. Instead of introducing new raids, dungeons, or battlefields, it offers a compilation of familiar content. Alongside this, there are a few tweaks, all aimed at maximizing enjoyment, thus crafting what’s dubbed as the “Fun Season.”
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Overall, this is generally acceptable. Many players are already casting glances toward the alpha of The War Within, while others opt to take a breather as an expansion comes to its conclusion.
Blizzard can’t really be faulted for this approach; they’re doing a commendable job. However, the current frustration stems from one issue: the lack of proper balancing.
Bad Balancing… and No Class Customization in Sight
The Blizzard have declared the 4th season in Dragonflight, much like in Shadowlands, to be a “fun season,” emphasizing fun as the primary focus over progress or competitiveness. While this emphasis is understandable, does it excuse such poor balancing?
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In our view, it’s acceptable if, in the final season of the expansion, fewer resources are allocated to pursuing the unattainable goal of perfect balancing. The need for immediate hotfixes every three days or comprehensive adjustments within a week diminishes.
However, addressing the extreme outliers is crucial. There are quite a few of them. For illustration, we examined a single-target and a multi-target fight from the two preceding raids of the season to assess the performance of damage dealers (and tanks).
We can comprehend poor balancing issues in multi-target fights, but the stark contrasts evident in pure single-target fights are concerning. It doesn’t have to be this way, Blizzard. We’re talking about differences of over a third here. Additionally, when it comes to tanks, survivability is a significant concern. How often do you witness a demon hunter meeting their demise? It’s almost as rare as witnessing a warrior still standing at the battle’s end.
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Perhaps we’ve become accustomed to relatively decent balancing in recent years. Admittedly, some may vehemently disagree, but balancing has generally been satisfactory for a considerable time, provided one sets a realistic benchmark and refrains from labeling the one percent weaker spec as “absolutely unplayable” (a nod to our guild sorcerer). Nevertheless, ensuring at least basic balancing standards should be a top priority for Blizzard.