That was the last post in a long line

, I brought up the point because I wanted to be clear how quickly it can go wrong. Balance should always be a concern, it just shouldn't be restricted to HP=Zero. Games should try to explore balance in a broader sense, or at least, broader in terms of how combat is actually affected. They shouldn't be afraid to make a class useful outside of raw numbers. But yeah, that can fail, which is why I mentioned rangers, heh.
Also, imbalance can work well in PvP. I'm not sure it can work in static class PvP, and it doesn't work if it's a ridiculous and stupid imbalance. But everything really should come with that "if" statement--it depends on how you set your game up. DoTA/LoL, as the video says, is a good example of evolving imbalance working. And in a game like EQN, where classes are "liquid", I think that kind of evolving imbalance could be very effective. But sure, things can screw up, no system is perfect--which again is the point, we can't look at EQ and assume balance is perfect, it wasn't. All systems break, all have bad aspects, and we need to be honest about that in order to see why it worked and what can be done better.