Goals for Balancing

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  • Goals for Balancing

    +5

    It has come to our notice that many players still haven’t understood the core reasoning behind these changes. We would like to try to dispel these misunderstandings.


    Background:
    • Some classes cannot really play parts of the game content because they lack some basic characteristics
    • Some classes have way too many advantages in comparison to their disadvantages
    • Some formulas were working strangely, which in the end produced some strange results
    • Damage has been inflated a bit too much in comparison with damage mitigation



    Our core ideas for balancing are:
    • Provide characters with the necessary tools to handle PvE and PvP environments while keeping their basic archetypes (damage dealer, tank, etc.)
    • Provide some quality of life improvements
    • Solve the problems with the formulas
    • Decrease the possibility of item devaluation to a minimum



    The whole process is going more or less in the following direction:
    • The whole balancing effort will be done over a lengthy period
      • We are currently targeting some major updates like the current one, followed by smaller adjustments with each update
    • Each big update might get a Beta server where players can discuss and communicate their ideas and concerns, which in turn will be gathered and sent to the developers
      • These ideas and concerns will go into an independent evaluation where it will be decided whether they should be pursued or not
    • The last step is to roll it out to the live servers one by one



    What does this mean for the average player?
    • All the changes that you see now can still be adjusted at a later update – they are not final

    OmulCuier, Priore, meh and 2 others like this.