TigerKnee wrote:Ah, but the point is not pre-buff Fighter's power level but rather, the fact that the argument made against buffing the Fighter:
"If we buff the Fighter and we have a super simple class that can win all of the dungeons in the game, what motivates the player to use any other class in the game?"
The bolded parts sort of indicate to me that the question asked revolves around fighter's power level and very little else.
It's very deffinitely not the same question as Taurog one. The real question about the fighter was:
"If fighter is the baseline class, how powerfull, strat specific or generic should he be?
". It was never about buffing fighter to be able to solve everything, but tweaking him to be able to solve anything, since he was at the same time too general-purpose and not powerfull enough for any specific strat.
The Taurog question seems to be: "Does he need buffs to compensate for his weakness to %res monsters?
" to which there are several answers with differing viewpoints, mine being - "Since Taurog is allready so good at what he does, and deffinitely useable in different scenarios across the dungeon difficulty curve, getting rid of his one weakness would needlessly push him above other gods that fiddling with other gods could turn from a viable strategic choice into self-imposed challenge territory".
So, no, I don't think it's nearly the same question. Fighter was never encroaching on any unlocks "reward" status, and was considered a "self-imposed challenge class" for most of the beta. The decision to be carefull about moving the power level of the baseline was a smart one because as long as stuff in the game needs to be unlocked (items, story progression) giving a player the ability to unlock everything from the get go for no effort at all would defeat the purpose of having "rewards" and a story progression in the first place.
This is different from the alpha which encouraged you to complete everything with everything in oder to unlock new stuff, but in the beta, if you can unlock vicious items with starting classes all the difficulty on the pre-vicious content is shot to pieces, and so is the balancing on classes which benefit from the dragonshield, whoopaz, namtars ward and so forth. Having a superpowered guy in the alpha didn't mean much - the monk there was stupidly powerfull, but completing everything with him didn't make your kingdom too powerfull. Here if you have a superpowered god or class it alone can net you preps.
The way to play Taurog right now is obscenely powerfull when it works, and what's worse it allows players to ignore a lot of content (items and glyphs are mostly conversion fodder). The downside is that you sacrifice flexibility, but if you didn't, picking up another god at almost any point would be a "self imposed challenge" moment. I don't think anyone can demand Taurog be made 100% applicable everywhere on "all playstyles should be viable everywhere" grounds, because worshiping Taurog isn't a "playstyle".
It's litteraly a newbie crutch designed to let people settle into the game focusing on very basic mechanics and still be able to complete a dungeon even if they ignore glyphs and items. Considering he's the most played god by far (or was) tells me that he's too good at it if anything, and this is also easily explained by the fact that Taurog is a viable god as an early unlock, he gets the wins while there is no shops, items, potions, preps and stuff, and all that stuff just adds to his power (even if it just adds CP sources). He's the patron saint of "screw the learning curve", and what he lacks in power he makes up in ease of use.
So the way the fighter was below the curve and the way Taurog is weak to specific stuff is not the same thing. Fighter was considered barely above "guard" power level, Taurog is in the "only held in place by circumstance" tier.