Outrageous and disgraceful post. It is alarmist and disrespectful.
You are highlighting symptoms, not the problems behind that; the goal of balancing is, to put it bluntly, to even out the cost of achieving a certain goal (defense, heal, damge) between combinations in the same field. This way the general playerbase will not feel cheated or limited by viability. This gets complicated when you take into account that DPS, as the only field of classes, are in a competetive setting as the top end is infinite. This is unique in the way that and other class is able to customize much more in terms of build (though most follow trends) as they do not neccessarily need to compete. WL/M doesn't need to compete because they're always in a run; just like heals and tanks. Not sure about your D/W DPS though.
This simply means that a weaker class will never be played as their viability is limited by a comparison between the players and not the content itself. The very peak will be sparcly populated and small changes can topple the entire metagame, something that caused dissatisfaction among endgame players for a while now. The way you propose to fix this though would only worsen the problem.
This is why your methodology for achieving balance as proposed would be fundamentally wrong: It falls apart at the base definitions of the general discourse and will lead into even further discord simply by trying get rid of the steep curve.
- 1) Find the strongest combination of the class and give him nerf
Define Strongest. It may be easy in some situations, like the rouge, where the strongest is definitely the /s. But let's go to the warlocks. Is the WL/Scout or the WL/Wd the best? Warriors? Wardens? Champions? Arguably the strongest champion is the Champ/Druid, that literally can tank ROFL while supporting and healing.
- 2) Find the weakest / weak combination and give him a big boost
Define weakest. Arguably the Champ/Druid is the weakest champion, as it literally has no damage potential, like, at all. It has some good buffs but no matter what you do, you kind of suck in comparison to other damage dealers. You are also not really all that versatile, unlike the /Priest or /Warlock - both are much more suited to a quickly adapting playstyle that can catch a lack in damage or tankiness much more easily.
Those two points alone cause the entire basis for your argument to be shaky. You are dissatisfied with balancing not being a one-patch-fix-all (i.e. a process) while at the same time asking for many small patches (i.e. a process).
This is just what so many people get wrong about balancing. They don't realize that DPS classes are more or less the same unless they bring something else to the table; which in turn makes them unattractive as pure DPS because they can never be as strong as those without the "extra". If they were, they'd be OP. This is why you never see any wd/p or wl/d as a heal. Someone would need to sacrifice DPS for support and play a priest or druid as damage dealer so that the neccessary buffs are still around. There are very many cases of classes like that around:
Take the Rouge/Champ for example. It deals quite nice damage but will never reach levels of the Rouge/Scout, simply because the classes utility is high enough to deny equal DPS. I bet that, unless you solodamage, you finish the instance in similar speed though.
But hey, what about non-competetive groups of classes like the tank or support or heal?
They're f****** great. Play what you want as long as you can do your job. K/D, /Ch, /R and M are viable. Champ-Tanks are very viable (but sometimes really, really annoying) in almost every combination. The only notable outlier is the Ch/M that's a bit too strong.
Wd is the weakest of the three "main tanks" but does a pretty decent job when paired with a /K or a /W. Hell, even a WL/K can paritally tank rofl... somehow. W/K is a pretty decent tank, too. Supports are always a pleasure to have in runs and heal is 'just' gated by "can you provide buff xyz and keep us alive?".
The balancing could be better, I agree, but don't go around calling so many hours of work, sweat, consideration and discussion "stupidity" or "madness". Balancing is a process. You don't tell a baker their cake sucks just because you tried the dough either; why do it here?
It is near impossible to grasp every single class combination and how changes to one affect the game in the long run.
You twist one screw and you need to readjust the entire ship - until you find a point of equilibrium; only to have it all become obsolete towards the next instance and let the game of cat and mouse begin again.
Have a blessed day,
Midan.