Goals for Balancing

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

Dear players,

please read >> here <<.

Thank you for being a part of this!

  • Goals for Balancing

    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