My impression from the last patches:
On a serious note though, what is going on with physical class balancing? Magical classes get a lot of balancing changes and interesting mechanical reworks and we get neither.
Instead we get breadcrumbs and nerfs, without any explanation regarding the reasoning behind the decision, like this one:
Druid/Warrior
- Reverted Heart of the Wild damage gain to 60% back from 75%.
In what world does Druid/Warrior compete with Champions and most Warriors?
Meanwhile, there are several (chain) classes that have been overperforming for ages. Conversely, classes like Champion/Druid, Warrior/Priest etc. have been long lacking. It can't be due to the lack of feedback. I and many others have asked many times for changes and we have made concrete suggestions. Still, Bard/Warrior has major sustain issues, Warrior/Priest overcaps attack speed way too easily etc. The list goes on.
And that's not even touching the issue of incohesiveness and lack of creativity. Just one example, Champion/Mage got a skill that requires you to target the farthest enemy, whereas all champions want to target the nearest enemy at all times, to maximize Shock Overload damage. Another example is Warrior/Scout, that uses spear for AoE and katana for single target, but has a skill that requires a 2h sword - which is never used.
Then there are classes like Bard/Warden and Warden/Mage, that basically only spam two skills for the most time. There are of course classes that got nice mechanics going for them, I'm not saying the entire physical balancing was bad.
All this is ofc only from the perspective of chain player, but from what I've heard and seen, leather classes face the same issues. Looking at you Scout/Bard.
Is the physical balancing team vacant atm? Do the responsible individuals think physical classes are balanced well in their current state? Is there a big physical balancing patch planned? Please give us some information and don't leave us in the dark.