Before I start: this isn't aimed specifically at you, Callum. You're a great guy, but I'm just so fed up about your company's stance on this issue.
It is also possible to eliminate most of the drawbacks of any of the classes (inf, ranged, cav) by swapping gear with teammates (and please don't get me wrong, I love the teamwork and communication involved in gear swapping, I'm just not a fan that there are few, if any, downsides to it).
This was only ever a thing in highly competitive matches like group tournaments.
The class system presents you with a meaningful choice that you have to make with each spawn, taking into account your own team composition and that of the enemy. This choice can then be further tailored through perks.
This is only useful in Skirmish and Captain.
Why is it that you guys are focusing so awfully much on small scale combat? As Younes said, 6v6 is not what people play this game for, and exchanging a game mechanic that works better for larger battles (because it's harder to balance on a small scale) with a system that only works decently for small battles. Singleplayer is completely designed to lead players towards massive battles. All of Taleworlds' promotional material since 2013 has been focused on big battles.
Australian siege servers are constantly filled with people with 300+ pings because those are the only siege servers in the server browser. No more than 10% of the matchmaking queue at any time is for Skirmish or Captain.
Almost everyone wants to play big game modes, so why why why why
why is the multiplayer system balanced around 6v6?!
Also, why was this one of your arguments in favour of the class system:
[From the beta premade class discussion]
- We wanted to see fully armored knights AND peasants on the same battlefield and they should NOT be equal in power.
Why do you add choices to a system that are
designed to be inferior and frustrating, when that system is supposed to be based on "meaningful choice". Adding peasants to the gamemode just gives players the opportunity to troll their teammates by picking a class that's worthless. That's not a meaningful choice, that's suicide. And yes, it gives you more respawns in Skirmish, but if you can't touch your enemies because they get 40+ more armor than you, those respawns mean rather little.
And finally:
There are optimal purchases that you should make, with the majority of gear being simply ignored.
Every class had a combination of items that was objectively best, yes. However, you needed to work for that. The amount of gold you started with wasn't enough to get everything that's best, so you needed to compromise (make
meaningful choices). And then, if you did choose to get the best gear, you got less gold for kills, and you lost a lot more gold once you died. That's balanced. That includes meaningful choices.
Now, the equipment and gold system had major drawbacks: it's unintuitive, it didn't allow you to work together with your team to get a good composition. But those drawbacks could have been fixed by simply improving the system without throwing it out the window. There were already classes in Warband: give each an icon, and use the current system to show to your team what class everyone picked.
To summarize: in 9 months, Taleworlds has only managed to produce a handful of reasons for the class system that haven't been a contradiction to their other arguments for the system, or that haven't been proven by the community to be false reasons. Yet we're still at exactly the same point: Taleworlds just saying "no this is better".