Camelot Unchained game design, Mark Jacobs discusses his team's approach to class design for the title and how it won't go with the flow of most MMOs. In fact, he says that the effort to carefully balance classes has proved a detriment to the industry, and as such, Camelot Unchained will pursue a rock-paper-scissors structure.
Why is Jacobs going down this route? In short, it just doesn't fit an RvR-focused game. "[Rock-paper-scissors] lends an element of unpredictability and it gives us so much more freedom to explore different classes/abilities without worrying about having everything equally balanced 100% all the time," he wrote.
Jacobs finishes his lecture by saying that the studio is adapting CCP's development model: "Start small, iterate and then build, baby, build."