Quote:
Originally Posted by Vexenu
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It adds flavor to the game, makes team choice more meaningful, and adheres to the game's lore (an important but undervalued consideration).
It's also classic.
And in practice it's just nice to have actual differences between the teams. Makes the server feel like more of a war rather than just a random assortment of people killing each other for no apparent reason.
The class differences result in tactical and strategic differences as well, which is most notable with the Evil team's lack of Druids. Without Druids, Evils must rely on Wizards for ports and Shamans for SoW. This makes them considerably less mobile than Goods and Neuts, who can get both from a Druid (especially since Druids, being one of the best classes on a PvP server, are everywhere). Meanwhile, Evils get large races and SKs to compensate, making them better in a straight-up fight but considerably less effective at hit and runs. There is a nice balance present despite the teams not being equal.
It's an interesting dynamic that's worth preserving.
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This completely. One of the more interesting aspects of choosing to play in a competitive teams setting is balancing your advantages and disadvantages against both your competition and the game content. You need to have consequences to your choices or they aren't meaningful.
Some games do this through differences in weapon choices (like many shooters) or rock-paper-scissor ability distribution (like League of Legends). But a game where everything is identical across the board means my team decision was based on random selection and indifference.
Guild Wars 2 is a great example of how boring giving every team identical classes can be. The PvP was fun for about a month. I want to enjoy teams99 longer than that.