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:
Our core ideas for balancing are:
The whole process is going more or less in the following direction:
What does this mean for the average player?
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
- 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
- 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