So I was hoping to get an idea on design philosophy. I want to check in on something I'm noticing and I'm not sure if it's actually going to be helpful or not long term. Maybe some of the team can provide some ideas here but.
Historically if I look at most... games in general. The idea of swinging the nerf bat at things massively across the board isn't often considered a good way to go about fixing things. If people are having amazing fun playing and doing things, and you take that away, it is going to cause resentment. And it isn't a small thing, and it does cause a good deal of problems.
I guess my question is: Why is the ideal to nerf things, and take things away, rather than bringing other things up to the same level? I understand that power creep can exist. But it looks like you're trying to reverse literal years of design decisions rather than making some changes to other classes that need it. Cutting everything else down to the level where they are as unfun to play as say, a wizard or sorcerer, feels like the wrong way to do this.
Also you mention warlocks, hit invokers, loremasters, paladins, and weaponmasters. But also not clerics? I don't really know what the overall goal is, but can anyone on the dev team bring up why they think that this is the best/healthiest approach? I know it can be 'easier' (Please, I'm not trying to be flippant with this by suggesting BaLaNcE iS eAsY).
I think this is the wrong way to look at things. And it's not very transparent