After looking at different solutions to this problem i came up with the idea of something i call "Class Buffs." Each class would have a passive "buff" assigned to their character that would correspond with the class they are playing. Warriors would have warrior buff, priests would have priest buff, and so on... These buffs would only be active in Arena and RBGs. The buffs would be active upon entering a match.
Each buff would include flat percentages that impact that classes effectiveness in pvp. Things such as:
-Damage done
-Damage taken
-Healing done
-Healing Recieved
All that would have to be done to balance classes would then be to tweak percentages based on the performance of each class. If it is obvious that warriors are way overpowered because they do to much damage then the damage done percentage would be toned down.
Two examples could be:
-Warrior
Warriors deal 85% damage to other players
The rest would be 100%
-Priest
Priests heal players for 125%
Priests take 15% less damage in pvp
This system would solve any issue that comes with changing the damage/healing of abilities and thus breaking the cycle of pve. Any aspect of any class could be tweaked to make them more evenly matched in pvp. We all know rogues get killed way to easily so,
Rogue: Rogues take 20% less damage from players.
The possibilities are endless, using statistics and mathematical analysis im sure blizzard could potentially create an environment where each class is almost exactly in tune with each other.
Obviously blizzard could coordinate this with the nerfing of broken mechanics such as warrior avatar immunity to create even more efficient balancing, but as a whole this would be the way in which balancing takes place.
Edited by natureswill, 14 December 2012 - 05:36 AM.

























