balance

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  • Vanguard Game Update 6 goes live, adds free trial/newbie area

    by 
    Samuel Axon
    Samuel Axon
    09.13.2008

    One thousand. That's how many bug fixes are in Vanguard's sixth game update, which has now gone live. In addition to the fixes, there's a new newbie area for levels one through ten called the Isle of Dawn. Word is that it will eventually serve as a free trial setting. For now, though, it's just an easy place to get a new character started.SOE also redid character models, offering new customization options and making some changes that lower the models' system performance hit. You can keep your old look if you want, though.The most controversial changes are a whole slew of class damage adjustments. SOE looked at every single class in the game and adjusted its damage output to ensure "that each lands in their correct place in the spectrum of classes." The details of all those changes are buried in the patch notes. Did you get nerfed or buffed? Read up to find out.

  • Ghostcrawler discusses balance in 8926

    by 
    Eliah Hecht
    Eliah Hecht
    09.11.2008

    A lot of classes are pretty upset about some of the changes we've seen in beta build 8926. Shamans are dot shocking (what else is new), I'm complaining about Holy Priests (ditto), etc. In short, there were a lot of nerfs. Ghostcrawler has emerged to let us know that indeed, there were a lot of nerfs, and there's a reason for it: talents have a budget. You may be familiar with itemization budgets. Basically, an item of a particular item level has a certain amount of "points" to spend on various stats; if you want to load an item up with Stam, it's not going to have as much to spend on Agi, for instance. This is also the reason why caster weapons have low DPS, because they borrow points from weapon DPS to spend on stats like spell power.

  • Moonkins aiming to get DPS and group utility

    by 
    Alex Ziebart
    Alex Ziebart
    09.09.2008

    Paladins weren't the only ones to get some attention from the crab last night. The Balance Druid post wasn't an especially information-filled post, but mostly served as a reminder that even though the devs may not respond to your threads, they are paying attention. Ghostcrawler explains that whlie she may be focusing more heavily on Feral Druids, that doesn't mean she isn't aware of Balance's needs. She clarifies their role in a raid (caster, duh), and states a Moonkin's needs to meet that role. She lists the following: Competitive dps. Mages and warlocks just tend to get a lot of attention, maybe because there are more of them, or more races of them, or they are more archetypal classes (in the familiarity sense). Good AoE utility. Encounters and dungeons tend to get designed with the assumption that the ranged DPS can do AoE. Hurricane is phenomenal now. I healed a run today and did really competitive dps with Hurricane on the ranged pulls. And I wasn't even Balance! I love Starfall. It's a rare spell because it feels new -- it isn't single target and it isn't classical Hurricane-style AoE either.

  • Druid changes in 8885

    by 
    Eliah Hecht
    Eliah Hecht
    08.30.2008

    The latest beta push, build 8885, had changes for pretty much every class. Druids, of course, were no exception. Balance received the bulk of the changes, though it's mostly on the level of small tweaks. A few talents were moved around in the talent tree. Notably, Insect Swarm has been pushed down two tiers and correspondingly buffed up to 5% reduced chance to hit. The really interesting part of the Balance tree changes is some great synergy for Resto druids. For instance: New Talent Nature's Splendor (Tier 3): Increases the duration of your Moonfire, Insect Swarm, Rejuvenation, Regrowth, Lifebloom and Flourish spells by 10/20/30%. New Talent Genesis (Tier 1): Increases the damage and healing done by your periodic spells by 1/2/3/4/5%. Focused Starlight renamed Nature's Majesty and now affects Nourish and Healing Touch as well. Looks like yet another step in the new quest to open up the talent trees and give us more options. Oh, and the Moonkin Aura now hits any raid member within 45 yards. Edit: Nature's Grasp now trainable, 100% chance to hit.

  • Massively goes to WAR: An overview of Tanking careers for Order - Swordmaster

    by 
    Dan O'Halloran
    Dan O'Halloran
    08.25.2008

    This tank relies on Elven agility and combo moves combined with their enchantable Great Sword to battle their foes and protect their friends. Starting in normal Balance, the Swordmaster can use special attacks to progress to Perfect Balance where they can unleash some of their most powerful moves.

  • Hybrid Theory: Yet another spell power discussion

    by 
    Alex Ziebart
    Alex Ziebart
    08.24.2008

    Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart. Last week we talked a bit about gear and spell power, and various related things. I mostly approached it as supplying my personal experiences, but a lot of people wanted numbers. Specifically, how your current gear will translate into the new spell power mechanic.A kind fellow named Dan helped us out with a little bit of that in the comments section last week, so let's expand upon it somewhat. Again, this will focus mostly on the Healer and Caster aspects of the Hybrids. You Melee guys don't really need to worry about how spell power will change your gear.Alright, so the question is this: If you have a choice between taking +Damage gear or +Healing gear in the current game right now, which would be a better choice for taking with you into Wrath of the Lich King leveling? Let's make liberal use of Wowhead, shall we?

  • The Daily Grind: What is balance?

    by 
    Shawn Schuster
    Shawn Schuster
    08.23.2008

    "Nuh uh! You can't do that! I have a forcefield!"If you've ever played with action figures as a child, you've probably bellowed those words. Your friend finds a way to infiltrate your G.I. Joe base, and the last resort is always a forcefield. Some mystical, magical protective layer that acts to prevent any harm coming to your team. Congratulations, you've just balanced out your friend's superior tactical abilities with your own ridiculousness.Balance is in the eye of the beholder. If you ask a group of World of Warcraft players which class is the most over-powered, they will all give different answers. Now that's balance. Lately in MMOs, we have this trend of eternal balance. Someone finds out that a warrior class can beat a mage class 2 out of 3 times, so the developers nerf the warrior to compensate. Then we find out the healer class can now beat the wimped-out warrior class, so they nerf the healer class. This trend continues until all classes basically suck and people leave the game for the next flavor of the month. Why must the bar always be lowered? Does this obsession with a preconceived equal playing field really help sell your game?

  • The perpetual balancing act of EVE Online

    by 
    James Egan
    James Egan
    08.22.2008

    EVE Online is a game where a slight nerf on one game mechanic can have a large effect on many players. As such, and as with most MMOs, many EVE players react with indignation that their chosen ship, playstyle, or market specialization will be affected in the name of "balance." After all, no one likes getting nerfed. Still, sometimes having a wider perspective on an ever-changing game is a good thing. Winterblink of Warp Drive Active fame has been playing the game for just over five years, and shares his take on the hysteria and forum venom which follows a big nerf, and what the end result usually is. Winterblink cites some of the major nerfs and boosts over the years in EVE Online with the longer view that, so far, the balances have largely succeeded. Check out Winterblink's "The Endless Nerf" and see if you agree with his views on balance in the game.

  • Miniature "balancing" robot is sad, hilarious

    by 
    Paul Miller
    Paul Miller
    08.16.2008

    What could possibly provide us more joy and mirth than a Segway? How about a Segway-inspired bot that fails spectacularly on a consistent basis? The tech in play here is quite simple, and the fact it can stand as long as it does being that top heavy is actually pretty surprising. The best news? Hit the read link for a guide to making your very own fail bot at home. It's fun for the whole family.[Via technabob]

  • Hybrid Theory: Healers, gear, and entering Northrend

    by 
    Alex Ziebart
    Alex Ziebart
    08.16.2008

    Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.Remember a few weeks ago, I mentioned how if you want to be extra-cautious about preparing for Wrath of the Lich King, you should figure out a calm, easy way to farm gold that won't burn you out? After having hit the current level cap on the beta realms... I still recommend that, if you want to be extra prepared. If you're a very casual, don't worry about it too much, really. It's not that big of a deal. Leveling will get you enough for the bare necessities. If you're the type that wants to start leveling professions and gearing up immediately upon hitting the level cap though, think about going into Wrath with at least a couple thousand in your pocket, which really isn't that hard of a task.Moving past that, though, a lot of people have asked about gear across all classes, but mostly Hybrids. Hybrids have asked because all of the Healing classes are amongst them, and if you're a Healer you may not necessarily have a set of DPS gear. My first comment on this: Don't worry. Really.

  • The Elves of WAR: Meet the Swordmaster levels 1-5

    by 
    Dan O'Halloran
    Dan O'Halloran
    08.16.2008

    Maybe the High Elf melee dps and healer careers aren't your preferred playstyle. It's time to look at the High Elf tanking class, the Swordmaster, in our continuing exclusive pre-NDA coverage of the Elves of WAR. We've already written up an overview of the class and its chain-combo fighting style, but now let's start from the beginning and work our way up.Level 1Graceful Strike - 40 AP, Instant cast, 5ft rangeLeads to Improved BalanceA swift attack that deals 10 damage and Cripples for an additional 20 damage over 5 seconds. Monsters struck with this technique will hate you more.Throw - 20 AP, 1sec cast, 5-65ft rangeA basic throwing attack that inflicts 10 damage. Has a chance to deal 90 damage to a severely wounded traget if you are behind them.Throw is good for pulling, but Graceful Strike is your bread-and-butter dps plus taunt ability and it starts your combo chain by shifting you from Balance to Improved Balance.

  • Hybrid Theory: State of PvP in the Wrath beta

    by 
    Alex Ziebart
    Alex Ziebart
    08.09.2008

    Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.Before I start, while you read this remember that the Wrath beta does not currently allow you to hit the level cap. Everyone is level 77, and there's a lot that is unfinished. This is more anecdotal about the state of things, and not really analyzing how things will look in the end. You still with me? Good.I decided to try out incredibly, insanely buggy Lake Wintergrasp when the beta realms went up yesterday, and later on I gave the new Battleground a whirl, too. Through all of this, there was one constant: Holy crap Ret Paladins are OP. No, really. I know, it blew my mind, too. Retribution Paladins. Overpowered. Hell has frozen over.

  • Player and developer interaction in EVE Online

    by 
    James Egan
    James Egan
    08.09.2008

    MMOs are constantly evolving games, from their earliest days as they're conceptualized to their final days when the servers shut down, forever. They evolve throughout their lifespan because they must. Players naturally pick up on ways to use the ever-changing game mechanics to best suit them, prompting the devs to either brand these tactics as an exploit or targeting them for rebalancing in a future patch. A case in point is the impending speed nerf in EVE Online, which is one of the biggest issues currently debated by EVE pilots. But do players have the right to be this angry when the developers change the game? Jim Rossignol argues this point in "EVE Online and the Big Nerf": "EVE is basically a ongoing symbiotic process... perhaps this means the developer has to make some unpopular decisions for the good of the process as a whole. The relationship between player and developer is not one of equals, nor is it always at its best when it is entirely amiable." Do you agree with Rossignol on this -- and does paying that $15 a month entitle MMO players to pressure devs to change the game to fit their playstyle, or should MMO developers keep the game balanced as they see fit?

  • City of Heroes patch tweaks, refines, and fixes

    by 
    Samuel Axon
    Samuel Axon
    08.06.2008

    NCsoft released a new patch for City of Heroes/City of Villains and published the update notes on its website yesterday. Like this post's title implies, most of the changes are tweaks, refinements, and fixes. For example, the patch fixed a rather annoying graphical glitch that occurred on the very popular GeForce 8 series video cards.It's not all about bugs, though; there are lots of balance changes to character abilities (like slight nerfs to Fire Control/Cinders and Plant Control/Roots), and a few tweaks to badges (for example, Ourobos missions "will now issue a gold star and the proper badge"). Also notably, you can no longer drag-and-drop items into an allied super-group's storage. This change was made to address an exploit which allowed folks to grief by completely cleaning out others' storage. Various class changes are buried in the notes as well, including further changes to Mastermind pets intended to improve their combat performance.So if you're a player, you'll want to read the notes to make sure you're up to speed. Maintenance is better than nothing, right? The complete notes are included after the jump.

  • Era of suicide ganking in EVE Online coming to a close

    by 
    James Egan
    James Egan
    08.06.2008

    CCP Games has addressed the long-standing problem of suicide ganking in EVE Online in their latest dev blog, titled "Serious Security." CCP Fear stepped up to inform the player base that, yes, the devs do take the issue of suicide ganking seriously, and that they're going to take action. The proposed changes, outlined below, are not going into effect immediately, nor do they impact actions taken as part of Empire war declarations. However, they will be implemented with the next major update to EVE, which will be Empyrean Age 1.1, rolling out this Fall. The dev blog focuses on CONCORD improvements and the increased consequences of suicide ganks. CCP Fear states: "We have been looking at suicide ganking and overall security standing issues, and how these features affect the general landscape of EVE. We are not happy with the current ease of suicide ganking and the relative 'no hassle' it has become. In many cases, unsuspecting victims have no chance to escape, nor any help from CONCORD. We want to change this."

  • Forum post of the day: Pushback on Pushback

    by 
    Amanda Dean
    Amanda Dean
    08.06.2008

    I remember the day that patch 2.3 was released. I got out of work at six PM as was stoked to get home and try some of the glorious improvements. I had a 25 minute commute then, north on I-15 right past the Las Vegas Strip. Usually by six most of the traffic had cleared and it was pretty smooth sailing- except that day. Some genius decided that it was a good idea to reduce the four-lane freeway to one. My left leg aching from working the clutch and blood pressure rising from impatience and a bit of road rage, it took me about an hour and a half to get home. I should be used to pushback though; I play a caster in WoW. Debigmacca of Aman'Thul believes that Wrath would be a good time to do away with spell pushback. His argument is based on the number of stuns, fears, and assorted other of immobilization effects that abound in the current state of the game. There was some agreement with the original poster that spell pushback is unnecessary as casters often quickly fall prey to melee DPS. There's only so much a trinket can do.

  • EVE Evolved: Speed rebalanced

    by 
    Brendan Drain
    Brendan Drain
    08.04.2008

    In a previous article, I examined the nano craze and how speed-fit setups were taking over EVE Online's PvP landscape. In a recent devblog on the issue, CCP developer Nozh makes it clear that the nano craze will soon be coming to an abrupt end. In his blog post, Nozh outlined the current problems with speed setups and laid out his plans to address those issues. The proposed changes cover everything from stasis webs and microwarpdrives to warp scramblers and nanofibres.The nano solution?:The essence of the nano problem is that speed fittings allow some larger ships to perform the roles of smaller, more specialised ships. Heavy assault cruisers are routinely spotted using their speed as a complete defence, something ordinarily reserved for fragile interceptors. One of the core design goals of the change is to eliminate this ability entirely, forcing pilots that want high speed to use ships that were designed to have it. As was the case before the nano craze took hold of EVE, the new kings of speed will be interceptors and frigates rather than expensive heavy assault cruisers and recon ships.With this potential solution to the nano problem on the horizon, PvP in EVE is facing some major changes. In this speculative article, I analyse how the upcoming changes will affect PvP if implemented.

  • Speed kills

    by 
    James Egan
    James Egan
    07.27.2008

    EVE Online has evolved into a game where being fast and agile allows you to choose your fights, dictate range and thus control the course of the battle, disengage whenever you choose, and often move so quickly that you're largely unassailable. However, the era of the nano craze will soon be coming to a close, according to EVE Online developer CCP Nozh. His latest dev blog addresses the insane velocities achievable, even by previously lumbering battleships, with combinations of speed modules, rigs, pirate implants and performance-boosting drugs. (For those less familiar with EVE or its more deviant aspects, you can in fact use and sell drugs in the game.) CCP Nozh outlined the dev team's design goals in stemming the speed crisis:

  • Forum post of the day: Moving moments

    by 
    Amanda Dean
    Amanda Dean
    07.10.2008

    Since its inception World of Warcraft has been an evolving game. Someone who played only shortly after release would hardly recognize the game now. Blizzard has always welcomed feedback, but some changes have elicited more feedback than others. In a thread entitled "Epic moments in WoW QQ history," Gatsukaa chronicled some of the most upsetting events that have occurred in the evolution of our game: Moment 1: WoW is first released. Hunter and warlock pets could be one-shot. Hunter dps was pretty lackluster. Soulstones gave you rez sickness (I think). No soulshards from PvP. The first emo whiners in WoW were born: Hunters and Warlocks. World of Roguecraft video is released showing how a rogue in crap gear could wtfpwn people while warlocks were so gimp. Result is that warlocks went on to get buffed in nearly every patch as they were on their way to god-hood. No more world of roguecraft videos. Hunters saw substantial improvements as well, but weren't made into demigods.

  • Balance not what it's cracked up to be

    by 
    Chris Chester
    Chris Chester
    07.07.2008

    One of the truly sacrosanct beliefs in the greater MMO community (which includes both developers and players) is that achieving balance between classes is a necessary ingredient for a successful game. Even though the relative power of classes is liable to swing wildly depending on the latest patches and play styles, the goal is always to achieve that perfect (and largely fleeting) point at which classes are more or less equal. According to Eric over at Elder Game, achieving balance shouldn't be more important than making a game fun to play.While Eric's post was directed primarily at system designers currently in the employ of game developers, we think the lesson should be well-learned by players as well. Few things turn otherwise nice and friendly people into sniveling, pedantic jerks quite like the knowledge that the way they choose to play the game isn't perfectly balanced with whatever the flavor of the month happens to be. Isn't it enough just to have fun playing? Or is fun inextricably bound to one's relative power? We'd like to think that's not the case.