class-balance

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  • Star Wars: The Old Republic posts another weekly question-and-answer session

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.13.2012

    This week's set of community questions for Star Wars: The Old Republic asked about classes. Specifically, there were two big questions asked about Deception-specialized Sith Assassins and Operative melee mobility. Consequently, the two big answers this week were about those two classes. Operative mobility is apparently a hot topic among the developers at the moment, as high-mobility fights are seen as an excellent mechanic and they can cause issues with the class. Deception spec, by contrast, received a more in-depth response explaining that the developers consider the spec to very much be a hit-and-run playstyle rather than a melee class meant for long engagements. Its performance winds up varying a great deal depending on the player: Those who understand the design intent usually have more success than those expecting higher endurance. But even if neither of these answers appeals to you, there are still other questions answered in the latest round, and you can always post a question for next week.

  • Arcane Brilliance: Which spec will be best in Mists of Pandaria?

    by 
    Christian Belt
    Christian Belt
    06.23.2012

    Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week, we endeavor to answer that age old question: Which spec will other people insist my mage needs to be? We will try not to resort to that age old response to that question, which tended to involve punching those other people in the mouth. One constant, no matter how hard I've tried to ignore it, that has always existed in WoW is that one spec is always "best." The class designers are constantly tweaking the numbers and trying to keep things balanced, but once we all sit down with our collective calculator and spreadsheet, one spec always emerges to rule them all. It has been a sad reality that while we have always had freedom to choose a spec and personalize it to fit our preferences, when it comes time to raid at high levels or take part in PvP at high levels, that freedom essentially vanishes. You can make arguments for utility over damage or for certain specs in certain fights, but in most cases, under most circumstances, you're going with whatever cookie-cutter spec the internet has agreed upon that week, or you're not getting an invite. Well, now we have a fresh expansion to leverage our calculators and spreadsheets upon. It's still early in the beta process, and hard numbers are in short supply. Still, the overall design of the specs seems to be fairly well-defined, even if the actual percentage points are still in flux. What conclusions can we draw at this stage? Which spec looks to put out the best damage? And most importantly, which spec will let us kill warlocks most efficiently?

  • The Guild Counsel: Nerfed to heck - now what?

    by 
    Karen Bryan
    Karen Bryan
    06.21.2012

    You can run the best guild, have the smoothest guild atmosphere, and progress like a champion but still end up losing members through no fault of your own. Why? Nerfed classes. Classes are a double-edged sword because on one hand, they allow people to feel needed and unique. I tank, you heal, Bobby does DPS, and the group is a lot weaker if one of us is missing. On the other hand, class balance is rarely achieved, so there's always that red-headed stepchild class that no one really needs, the one who feels like the proverbial fifth wheel. If you're a guild leader whose member has suddenly gone from "OP" to "nerfed to oblivion," then what, if anything, should you do? Let's take a look in this week's Guild Counsel.

  • Blizzard soliciting Pandaria class balance feedback

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.20.2012

    Community Manager Zarhym has posted a thread over on the official forums soliciting player class balance feedback based on their experiences and number crunching in the beta. Mind you, this is not meant to be a simple thread for pleading for buffs to your favorite ability. Blizzard's looking for serious theorycrafters slinging serious math to justify their positions. In addition, while this thread does mean the dev team feels numbers are in a solid place right now, it does not mean beta class balance is done or that further issues won't be addressed. Right now, the devs want to give player beta testers a chance to run wild, crunch numbers, and reconcile their data with Blizzard's data. Read on after the break for the full text of Zarhym's post, and if you have some serious analysis to share, go post in that thread.

  • Dark Age of Camelot updates Relic mechanics and classes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.22.2012

    Some people no doubt see the venerable Dark Age of Camelot as a relic. But you know what's even more of a relic? The game's Relics. These powerful items have received an overhaul in the latest patch; the items have been moved to central locations in each Realm that cannot be captured or claimed. Players carrying Relics have also become more visible and slightly less mobile, and special Envoys have been added to help defend Relics from capture. The patch also updates several class abilities. Bonedancers get a new spell to target a region on the ground, while Friars and Valewalkers both gain a rear snare. On the flip side, toxic direct damage poisons have all seen a slight downgrade in effectiveness for balance reasons. Dark Age of Camelot players can see the full list of changes in the patch notes, and while it's not a major content patch, the changes should spice up the game's ongoing realm warfare.

  • Hyperspace Beacon: SWTOR's James Ohlen shares the formula behind PvP nerfs

    by 
    Larry Everett
    Larry Everett
    05.15.2012

    When Update 1.2 launched for Star Wars: The Old Republic, most players witnessed some major changes to their classes. In my opinion, these changes weren't game-breaking, but they did require that some players re-evaluate how they played. Some classes were changed so drastically in this patch players claimed they felt as if they were truly playing a completely different class. Major changes like this do not happen without reason, and from my time spent with SWTOR developers, I know that they are passionately interested in making their game the best it can be. So I asked Game Director James Ohlen some questions about these mechanical changes. In true James Ohlen fashion, he was more than happy to answer in intricate detail, and I'm excited to bring you those answers here in the Hyperspace Beacon.

  • This Too Shall Pass: Balance and imbalance in World of Warcraft

    by 
    Matthew Rossi
    Matthew Rossi
    04.09.2012

    First off, we know that game balance is an eternal goal. As the game evolves and becomes more complex (as it does every expansion, because new abilities are introduced and new classes or races make their debut), balancing them all for every role they can fill and every aspect of the game (Arena PvP, BGs, 5-man instances, raiding) becomes ever more complicated. Abilities that seem minor in impact can mushroom in importance due to synergy with other talents or abilities. As an example, Vengeance in PvP became important enough to cause it to be turned off, as gear improved and health pools rose. This has been the case in World of Warcraft since its debut. Heck, thanks to Indalamar, warriors got nerfed before the game went live. Balance is ephemeral. Your class may be on top one day, but your day will end. Anyone who's tanked for the past six years can attest to the roller coaster of which class is best at which aspect of the role. There was a time where paladins were the undisputed kings of AoE tanking, a time before Death and Decay or Blood and Thunder.

  • The Soapbox: The illusion of balance

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.21.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Somewhere, on a lone computer in a lonely room, sits the archetype for a balanced MMO, one in which every set of abilities in a skill-based MMO is just as useful as every other set of abilities and every class in a class-based game is just as potent as every other class. There are no disparities in terms of power level, no massive gaps in gearing, and no issues with the specific fights. It is an entirely balanced machine. And as long as we're creating a myth with no place in reality, let's assume that it's being guarded by unicorns. That's the problem with balance -- it's an idea that doesn't actually work in a real environment. We talk a lot about wanting games to have balanced systems, and there are players devoted to declaring with great fervor that classes aren't balanced against one another, but balance is such a hazy concept that no matter how much you want a balanced game, it doesn't really exist.

  • Star Wars: The Old Republic community Q&A addresses mobile apps, ops, and more

    by 
    Matt Daniel
    Matt Daniel
    02.17.2012

    It's time once again for another riveting episode of Star Wars: The Old Republic's community Q&A. This time around, the BioWare team covers a variety of concerns from SWTOR players ranging from the addition of a /roll command to the possibility of a mobile app. SWTOR's lead combat designer Damion Schubert had a bit to say regarding the latter, teasing that "it's almost as if this [crew skills] design was created specifically with [a mobile app] in mind, doesn't it?" Unfortunately the studio isn't prepared to give an ETA on the feature, "as [it] is a significant technical endeavour." Non-Force-using healers also have plenty to look forward to as well, as the Q&A reveals that they'll be getting some love in patch 1.2, while Consulars and Inquisitors will have their heals brought back into line so that all healing classes and specs are (theoretically) viable. To get the full details on these subjects and more, just click on through the link below to the community Q&A at SWTOR's official site. Oh, and while we're at it, the game is on sale for $49.99 US on Origin, so if you want to get in the game and see what all the hubbub's about, now's your opportunity to do so while keeping a cool Hamilton to yourself. The sale is only happening for a limited time, though, so be sure to act quickly.

  • Firefall video diary talks Medics, Assaults, and that dreaded balance word

    by 
    Jef Reahard
    Jef Reahard
    11.22.2011

    Mmm, Firefall. Red 5 Studios is starting the Thanksgiving week off right with a delicious helping of video. The entree consists of David Williams talking a bit about class design and the balance challenges inherent in the title's battleframes (for the uninitiated, battleframes are the suits of power armor worn by Firefall's soldiers, and in gameplay terms they determine your class and combat role). When it comes to the dreaded "B" word, Williams uses the game's Medic class as an example, and he says that Red 5 wants combat docs to be able to deal damage and fulfill the primary support role. This poses a problem, of course, because other classes (like the Assault) aren't able to do both. The Medic "needed to be fun, it needed to be threatening, but it also needed to be just below the offensive capabilities of an Assault," Williams explains. See what else he has to say, and get a good look at Firefall in action, via the video after the break.

  • Arcane Brilliance: The Class Balance Q&A -- more Q's than A's for mages

    by 
    Christian Belt
    Christian Belt
    11.12.2011

    Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week we look at a few mage-related questions, and the answers to those questions, which end up raising even more questions, which then get answers that only provoke even more questions ... it's like an episode of Lost, only one in which the smoke monster was made of frostfire. I'm 99% sure Desmond was a mage, anyway. So just a heads up in case you haven't seen it somewhere else: The latest build on the PTR is tagged as a release candidate, which means patch 4.3 is imminent. I'm expecting it some time in the next few weeks. I wouldn't be at all surprised to be eating turkey and pie while queuing for the Raid Finder. Although, disclaimer: I eat turkey and pie for every meal. In other news, my heart just stopped. No worries, though. That also happens every meal. It's nothing a good chest compression or two can't fix. Look for a mage patch prep column right here next week. Now, on to the business at hand. On Wednesday, the developers allowed us to pick their brains with all of our most burning questions about our classes. The mage community asked some good ones, and some of them even got answered. And though the answers given are perhaps not as definitive as you or I may have preferred, there's still a great deal of enlightening information to be gleaned from what the developers did share. And no, my own question -- "If I turn a warlock into a sheep, then hit him with a Pyroblast, then add a bit of mint and some red potatoes, what should I serve for dessert?" -- wasn't answered. Though I think we all know the answer to that question is "pie."

  • Ghostcrawler explains patch 4.3 balance changes

    by 
    Mathew McCurley
    Mathew McCurley
    11.11.2011

    With patch 4.3 on the horizon, Greg "Ghostcrawler" Street (lead systems designer) has taken to the WoW community blog to discuss class and balance changes that are coming with the next big update to the game. Ghostcrawler had previously discussed some balance changes in part one of his balance change blogs, but it was missing some classes that Blizzard wasn't ready to talk about just yet. Now, we've got notes and discussions on each class currently in game. I'm a huge fan of Ghostcrawler's to-the-point blog posts about the focus and design of classes, and this is just another in the now long line of awesome insights into the design process. Death knight and druid tanks are getting some buffs to bring them more in line with the block-heavy warriors and paladins, and block capping for both warriors and paladins is not being discouraged. Feral druids are getting a Glyph of Shred change that will hopefully help their rotations, and beast mastery hunters are getting a slight buff. As we found out from before, paladins' Holy Radiance is getting a change to be more of a focused AOE heal, and priests are getting a buff to Guardian Spirit. Shaman initially were hit with a huge Wind Shear nerf, which has been rolled back slightly. Demonology and destruction warlocks are getting a slight buff to be more competitive with afflocks, and hopefully warrior "charge jumping" has been fixed for good. You've promised me this before, Ghostcrawler! Where's my charge-jumping pony-moose? Check out the full blog post after the jump.

  • Class Balance and Design Q&A transcript

    by 
    Alex Ziebart
    Alex Ziebart
    11.09.2011

    Today's class balance Q&A has ended and went off without a hitch. With so many developers participating, the answers came fast and furious. (That's a good thing!) Every class was touched on at least a little, and we even learned a little more about Blizzard's intentions with inscription and other non-class topics that do ultimately impact balance overall. If you're at work or otherwise away from your computer and were unable to attend the event, don't sweat it. We have a transcript of the entire event for you and we've broken it all down by class. Death Knight Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Miscellaneous Or if you want to read the whole thing in one go, no problem. Just click through the break below and you'll be able to read the entire transcript in all of its glory.

  • Class design and balance Q&A session coming this Wednesday

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.08.2011

    Hot off the heels of its wildly successful Mists of Pandaria live Q&A, the WoW dev team plans to hold another online Q&A, this time on the subject of class design and balance. Community Manager Zarhym's just announced that it will take place on Wednesday, Nov. 9, from 10:45 a.m. to noon PST. The chat will be held on CoverItLive, hosted by Bashiok and Zarhym. Answering questions will be Greg "Ghostcrawler" Street along with Celestalon, Koraa, Watcher, Wradyx, and Xelnath. As with the last Q&A, the chat will use the CoverItLive system, so make sure you're signed up and familiar with it if you want to ask a question. Check after the break for the text of the announcement.

  • Lichborne: A BlizzCon death knight wishlist

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    10.18.2011

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. BlizzCon's just around the corner, and while we discussed bandaid fixes last week, the recent winding down of the class feedback threads and the existence of a class talent panel at BlizzCon itself suggests that we may be getting so more long-term information soon, if not on the death knight class, on the general focus of class development in general. With that in mind, this week I wanted to discuss some of the possible long-term changes the death knight class could use to keep it fresh, relevant, and fun to play in patch 5.0 and beyond, some of which we might just expect to hear about or ask questions about this coming weekend.

  • Lost Pages of Taborea: Patch 4.0.3 changes

    by 
    Jeremy Stratton
    Jeremy Stratton
    10.10.2011

    Last week, Runes of Magic's latest patch brought Knight skill balancing, saw the return of the Juice Festival, and tried to remove some macro functions. All in all, it wasn't a huge patch, but it was enough to light up the RoM forum with a lot of chatter. As it turns out, many vocal players were saddened to see the removal of macro functions that gave them an incredible amount of flexibility. The abilities given to players to make scripts, macros and addons with amazing freedom have been among RoM's strong points, but they also allowed so much freedom that they skirted the boundary between "helpful addon" and "botting." The proposed macro change may be one of the fastest retractions Frogster has ever had to make, but there's also the balancing that Knights received and the Juice Festival to talk about in this week's Lost Pages of Taborea. Grab your favorite juice and meet me after the break.

  • Players of the world vs. Malephar: Fiesta Online creates the ultimate showdown

    by 
    Justin Olivetti
    Justin Olivetti
    09.29.2011

    The colorful Fiesta Online -- the party MMO that is always prepared to breakdance if someone turns on a beat -- has conga'd forward with its latest update: Malephar's Lair. Named for a nasty centaur who doesn't play well with others, the update has plenty of new challenges for high-level players. Geared-up level 105 players can attempt to take Malephar down in his fortress, but before they do so they'll have to beat a pair of mini-bosses that serve as gatekeepers to the encounter. Take him down, and new legendary weapons will be yours for the taking! The update also includes 10 additional sets of armor, class balances, repeatable quests for those levels 89 and higher, and a special unicorn mount that lasts for just a week and can only be obtained by excelling in the guild tournaments. [Source: gamigo press release] %Gallery-108290%

  • The Road to Mordor: 'Twas the night before Isengard...

    by 
    Justin Olivetti
    Justin Olivetti
    09.23.2011

    I feel it. It's those excited butterflies that appear somewhere in my navel region when I realize that I'm on the verge of something new, fun, and possibly involving an alien xenomorph bursting out of my insides. It's the thrill of anticipation almost realized. For this time next week, we'll be well on our way to Isengard. I've never been around for a Lord of the Rings Online expansion release, which makes this a first for me. Sure, I have my concerns about Rise of Isengard, but on the whole I'm ready to jump into an untamed region and explore the living deeds out of it. I'm not in a rush to get through it all and start raiding or anything, so my Lore-master will be taking his sweet time milking each quest for the calcium-rich story within. Oddly enough, I'm most excited about the prospect of cool new cosmetics because I have a sick obsession with them that's going to require a full-scale intervention. I'm not quite sure how LotRO's third expansion will be taken by the larger community, and I probably won't know until the launch fever dies down and we evaluate how useful, entertaining, and engaging it is over the long term. I'm just glad we're moving forward. In this week's Road to Mordor, I want to look back at the build-up to Isengard's release, what we know so far, and what changes are in store for our characters. Might as well tidy up the place since it's going to get hecka messy soon enough.

  • Final Fantasy XIV's newest producer letter addresses balance and changes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.27.2011

    Final Fantasy XIV underwent some major changes last week with the release of the 1.18 patch, ranging from mechanical changes to combat to the introduction of new mechanics with the Grand Companies. It's enough for players to feel just a little overwhelmed by everything, and so executive producer Naoki Yoshida has taken his most recent producer's letter to talk a little bit about the overhauls from the patch. He's proud of what it accomplished, but in his own words, it might have been a bit much to drop at once. The biggest topic of discussion of late has been class balance, as 1.18 also ushered in some minor drops to the power of spellcasters and Archers. Despite this, however, Yoshida is happy to see how people have received the upgrades to combat and the introduction to the game's instanced raids, both of which require a higher portion of strategy from the playerbase. He also finishes off by noting that the game's summer event will be rolling out in August, giving everyone a chance to earn the swimsuits previewed in the previous letter.

  • Final Fantasy XI outlines the road ahead for classes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.17.2011

    Final Fantasy XI has a pretty expansive list of classes, and while that gives players plenty of freedom, it can pose a headache for design trying to keep each job distinct. But the development team has managed thus far, and the latest update previewing the future philosophy for job adjustments shows that there are still more elements to be brought into play. Each of the game's 20 jobs has a unique vision and role, with several potential new abilities discussed. While none of the directions design is taking jobs will be of huge surprise to veteran players, there are some interesting promises of future abilities and goals. For example, the team wants to give Beastmasters the tools to be useful and desirable in a party, while Dragoons are potentially getting more enmity management and more synergy with the wyvern. Final Fantasy XI players should look at the full rundown to see where their favorite class sits in terms of design -- as well as hints of what might be coming down the line.