class-balance

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  • New Gamasutra feature looks to define fairness in MMOs

    by 
    Matt Daniel
    Matt Daniel
    07.05.2011

    Buying power! Class Balance! Easy mode! We'd be willing to bet that those pharses invoke some pretty strong feelings in many of you. When it comes to MMORPGs -- especially those of the free-to-play variety -- fairness is often a huge concern. Whether it's in the form of class balance, content tuning, or buying to win, equality is a delicate subject. Mr. Simon Ludgate over at Gamasutra realizes this, and has put together an incredibly in-depth feature discussing the philosophy of fairness in MMORPGs. The feature is packed with star-power, with commentary from En Masse's Brian Knox, Trion Worlds' Scott Hartsman, Richard Garriott, and more. For the full, in-depth, and interesting feature, head on over to Gamasutra.

  • Dark Age of Camelot releases version 1.109

    by 
    Jef Reahard
    Jef Reahard
    04.27.2011

    It's pretty fashionable to declare the MMO subscription model dead nowadays. Given the meteoric rise of F2P and the swarms of new titles that are blotting out the sun, it's easy to overlook the fact that some of the genre's oldest titles are still soldiering on with no end to their success in sight. One such title is Dark Age of Camelot. Mythic's fantasy stalwart -- released way back in October of 2001 -- continues to crank out updates nearly a decade later, with today's version 1.109 being the latest example. The patch features a few class balance tweaks, including the addition of a reactive snare proc to the Bard's dreamweaver ability, as well as the usual bug fixes and client optimization tweaks. Also noteworthy is the removal of housing rent, which Mythic's patch notes indicate is a concession to the recent disasters in Japan (and the inability of some players to log into the game and maintain their property). Check out the patch announcement and the full notes on the official Dark Age of Camelot website.

  • The Anvil of Crom: New AoC devs bringing optimism for the future

    by 
    Jef Reahard
    Jef Reahard
    04.24.2011

    Wait a minute. Stop the presses. W. T. F?! Do I detect some optimism here? From the Age of Conan community (and while we're getting all incredulous, from me)? What's next, human sacrifice, dogs and cats living together, and mass hysteria? As strange as it sounds, I do believe the tide is turning ever so slightly when it comes to Funcom's fantasy MMORPG. Things are, as they say, looking up, in no small part due to some fresh content and the promise of more to come. Join me after the cut for a stroll down why-it's-a-good-time-to-be-an-AoC-fan lane.

  • ArcheAge's Jake Song says balance doesn't mean equality

    by 
    Jef Reahard
    Jef Reahard
    04.18.2011

    ArcheAge lead developer Jake Song has answered a round of fan-generated questions at OutpostGamez. The interview starts out with some interesting nuggets on world size and fast travel before moving on to a variety of topics including player content, crafting and the economy, and class balance. "Those balance issues concern us as well. We will test and balance classes constantly. However, we don't think that all the combinations should be equivalent. There will be a class that is far more difficult than others," Song says. ArcheAge is also setting the hearts of sandbox fans aflame courtesy of its deep non-combat gameplay, which purportedly includes an extensive crafting and economic system. Song cautions that while XL Games intends for the player economy to take precedence, the devs are not omitting loot drops and their associated mechanics altogether. Instead, XL is limiting the usefulness of mob drops in relation to their player-made counterparts. "Crafted items will be allowed continuous enhancements and improvements whereas such obtainable items wouldn't," Song explains.

  • The Daily Grind: What class would you cut from your game of choice?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.31.2011

    There's a budget shortage at your favorite class-based game. It doesn't matter whether your favorite game is Final Fantasy XI or RIFT, the fact is that one of the classes has to go. Assume that said class is asking for unreasonable benefits, deferred signing bonuses, shares of the gross profits per expansion, whatever you want. What's important is that one of the classes is getting cut, and it's up to you to decide which one gets banished to the land of wind and ghosts. So in said favorite game, which class gets the axe? Is it a class that you feel gets over-represented anyway that your specific game can live without (Final Fantasy XI's Ranger)? Is it a unique class without enough solid mechanics or interesting elements to keep itself afloat (Guild Wars' Ritualist)? Or is it a solid class that just feels like an unnecessary addition to an already-crowded landscape of different playstyles (Dungeon and Dragons Online's Favored Soul)? Which class seems like it would be missed the least if it were removed? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Lord of the Rings Online releases Update 2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.21.2011

    If you've been waiting for the next installment of the epic story behind Lord of the Rings Online, today is your day. Update 2 is now live, containing among other things the beginning of Book 3 for the current story. Along with the revisions to make the preceding Volume II much easier to solo, players who love delving into the game's story and lore will have plenty to be happy about in this update. But there are improvements for the endgame as well. Aside from the previously mentioned removal of radiance, the update features two three-player instances, two six-player instances, a new 12-person raid, and three new scaling skirmishes from the depths of Mirkwood. Add to that the revisions made for monster players, class revisions for Hunters, Burglars, and Minstrels, and a variety of improvements to quality of life, and the most recent Lord of the Rings Online update should bring plenty for everyone. %Gallery-9579%

  • The Mog Log: Auto-Refresh

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.12.2011

    I mentioned at the end of last week's column that there were plenty of things to like about patch 1.16, but the marquee feature (quests) was the topic of discussion and therefore was the relevant part. Having gotten more time in Final Fantasy XIV since then, I've been enjoying some of the other improvements brought about with the patch, most of which come down to quality-of-life improvements that are still welcome. (I will say that I'm still getting accustomed to switching targeting modes, but that's mostly a result of my having a too-heavy trigger finger on my Naga's buttons when my action bar isn't up.) There was another fairly major gameplay change that crept in with the patch, however, and while it wasn't exactly kept a secret, it was almost too easy to overlook it in light of other additions. Heck, I did overlook it except for a brief mention -- your MP recovers naturally out of combat right now. It seems like a small change, but its overall impact on fighting in Final Fantasy XIV is anything but negligible. MP has gone from being a limited resource to being eternally renewable, and that has a big impact on almost every class.

  • Triple the class coming for Runes of Magic

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.18.2011

    If you're a Runes of Magic player, you've got something big to look forward to in about a month and a half. The latest official podcast not only dates Chapter IV for an April 6th release (barring unforeseen technical issues) but discusses in more detail what can be found within the update. A new starting area for the game is certainly a nice piece of news, but it's not the centerpiece of the announcement -- that would be the fact that the update will be moving the game from its current dual-class system to a triple-class system. The change might sound a bit subtle, but it's actually a rather large shift. Unlike the current system, which allows players to have a primary class active and a second class "in reserve," this system will give you two classes with full access to all abilities, with a third class in reserve. That means access to a much wider range of abilities -- rather than only having access to the general skills of a secondary class, players will have all the skills of two classes, with a third class of general skills on top. Runes of Magic players will want to listen to the announcement, starting at about 10 minutes into the podcast.

  • Spiritual Guidance: Shadow priest mailbag for Cataclysm and 4.0.1

    by 
    Fox Van Allen
    Fox Van Allen
    11.03.2010

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Your host for the shadow-flavored Wednesday edition is, as always, Fox Van Allen -- an indestructible specimen of draenei might. In fact, there are only three things that can even dent his armor: saccharin hugs from his holy counterpart Dawn Moore, caramel corn and that stupid bug that kills you every time you try to enter the Maelstrom in the Cataclysm beta. I've noticed that an awful lot of people seem to be playing shadow priests these days. Way more, it seems, than back in the days of Ulduar. Now, that can mean one of two things: Either Blizzard has gone the distance and finally made shadow priests competitive enough and fun enough to draw in large numbers of new endgame raiders, or -- and I'm going out on a limb here -- my columns here have been just so popular that record numbers of priests are forsaking the light just to be more like Fox Van Allen. You can probably make a stronger argument for the "Blizzard fixed our class" reason, but that doesn't really do much for my ego or make a good segue into today's article. So, for the purposes of today's Spiritual Guidance, I shall be the shadowy beacon that made a spec popular through naught but the raw power of his own charisma. As you can imagine, such a shadowy beacon gets asked an awful lot of questions. Occasionally, in between all the people asking, "Can I buy you a drink?" and "Can I have your babies?", a shadow priesting question gets asked. They're seldom involved enough to write a full article about, but I feel like I have a responsibility to shadow priesting kind to answer them, regardless. And so today, I'm taking on a few questions about patch 4.0.1 and Cataclysm. Let's jump right in. Now that patch 4.0.1 is live, what's going on in the Cataclysm beta for shadow priests?

  • Spiritual Guidance: What few shadow priest highlights BlizzCon 2010 could scrape together

    by 
    Fox Van Allen
    Fox Van Allen
    10.27.2010

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Even weeks when your shadowy messiah, Fox Van Allen, is nursing one heck of a headache -- along with, presumably, everyone else who's still suffering from the non-stop party atmosphere of BlizzCon 2010. Let's start by saying that BlizzCon 2010 was an absolute blast. I met most of the WoW Insider crew, got to smell Mike Sacco's hair yet again, got some amazing swag and got to eat at Jack in the Box no less than five times. The best part, though, was probably meeting Orkchop (pictured above with WoW Insider's moonkin blogger Tyler Caraway, who can only aspire to be as amazing as Orkchop). The dude is an internet celebrity. For real. But enough about how awesome Orkchop is. Let's talk shadow priests, and how awesome they are. Now, I'm not good at sugar-coating things, so I'll just come out with it: BlizzCon 2010 was pretty disappointing in terms of World of Warcraft-related content. The biggest news out of the convention was the new loading screen for Cataclysm. Really. That was the big news. Seriously. And it's just a palette-shifted version of the Sindragosa loading screen. Despite the lack of earth-shattering news, I made sure to take note of all the shadow priest action. There wasn't a heck of a lot of it, but what little ground was covered was hugely important to the future of the spec. The good, the bad and the non-answers -- we'll go over it all after the break.

  • A Mild-Mannered Reporter: Five years of scum and villainy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.27.2010

    Let's face it, being a supervillain is fun. Sure, you root for the hero, because blowing up the entirety of California would probably be a bad thing, but in your heart you think that having come up with a plan to wipe out an entire state is pretty darn cool. City of Heroes might have launched letting players just take the role of a heroic sort, but five years ago tomorrow, they launched the game's first expansion, the appropriately named City of Villains. Of course, these days few players think of CoV as an expansion. Since the two games were merged two years ago, the very concept seems almost ridiculous, and the two have long felt like halves of a whole. City of Heroes is generally accepted as the name of the game, despite a better fashion sense and leveling experience over in the Rogue Isles. But let's take a step back through to 2005 and honor this hive of scum and... well, you know the rest.

  • Class balance from 1 to 80 getting developer attention

    by 
    Matthew Rossi
    Matthew Rossi
    10.21.2010

    If you've played World of Warcraft for any length of time, you've probably heard the refrain that game balance is most important at endgame. Whatever endgame happens to be at that time (level 60, originally; level 85 in Cataclysm), the idea is that a little weirdness in talents, abilities, survivability or damage output as you level up isn't as important as making sure things are working properly at maximum level. While it may still be true, recent forum posts indicate that the leveling game and even the current, soon-to-be-moribund maximum level of 80 are seeing more balancing passes now than one might expect. Ghostcrawler - Re: Question about design priority We are going to spend some effort adjusting numbers for 1-80. It's not as big a priority as 85 because frankly, more players care about balance at 85 than they do lower level balance. As some folks have pointed out, inexperienced players almost by definition, don't place a premium on balance, and experienced players tend to not worry about balance much until they're at max level since things are changing so quickly. Rather than adjusting everything independently, we tend to focus on max level and then work backwards from there. It doesn't help to nerf say rogue damage by 5% from level 1-60 if we then find we also need to nerf it at level 85 and then buff the 1-60 numbers to compensate. There is some goofy stuff going on at lower level, but we'll get it all straightened out. After spending so much effort revamping the old zones and quests, we don't want the leveling experience to be an odd one. source I wouldn't call it a change of direction, as Blizzard has never said it doesn't adjust lower levels, and clearly a great deal of Cataclysm's focus has been on content for leveling players, but it does show a willingness to make changes in the face of oddities of design. (The original poster notes things like rogues soloing Scarlet Monastery while level-appropriate.) With more people than ever leveling through battlegrounds or the dungeon finder, the lower-level experience is actually pretty compelling and important. It's good to see some design time aimed at fixing its problems.

  • Dream a little dream of Allods Online's patch 1.1.02

    by 
    Justin Olivetti
    Justin Olivetti
    09.24.2010

    Patch 1.1 was a contentious period in the life of Allods Online, but the dev team is hoping to get past the controversy with the impressive improvements of patch 1.1.02. Although those excessive decimal points may not instill your heart with awe, the patch is quite beefy indeed. At the cornerstone of this update is a new zone, the Dream Factory. Meant for level 22 Imperial players, the Dream Factory will shed some light on Yasker's war against the League. Also included in the update is a bevy of new social options, including a calendar and a bulletin board system. The bulletin board offers three helpful features: guild announcements, general announcements and a looking-for-group tool. Most of the classes were on the business end of a major tune-up, and as a result, affected classes have had their talents and rubies reset. The patch notes list extensive changes for classes such as the warrior, although scouts are left with this maddeningly vague statement: "Significantly changed all spells and abilities." It's a new minigame: figure out what "significant changes" have been made to your class! You can read the full patch notes over at Allods Online.

  • The Game Archaeologist and the Quest for Camelot: A talk with Mark Jacobs

    by 
    Justin Olivetti
    Justin Olivetti
    08.24.2010

    Life is full of serendipitous moments. For example, the other day I found the Holy Grail at a garage sale while looking through a box of half-broken Transformers. Who would have thought? If only the Knights Templar took a few Saturdays off from their epic quest to do a bit of bargain shopping. Consider also that this month we've been reminiscing about Dark Age of Camelot in this column -- looking at the history, the devs, and the players -- and then, out of nowhere (well, technically Virginia) one of the key figures of this title returned from a year-long sabbatical. Mark Jacobs, who was let go from EA last June, recently popped back up on his personal blog to talk about everything under the sun. Hey -- isn't DAoC under the sun? Why yes, yes it is. So I threw on my hiking boots, strapped a machete to my thigh, hired a Sherpa, and then composed a quick message to see if Mr. Jacobs would be willing to be interviewed by the eccentric media. He agreed, as long as we stuck to the topic at hand and didn't veer into his plans for world domination. Whoops... I've said too much. Hit the jump before I get into hot water. My Sherpa hates hot water.

  • Lost Pages of Taborea: Mana strike

    by 
    Jeremy Stratton
    Jeremy Stratton
    08.23.2010

    When In the Depths of the Forest went live in Runes of Magic there were cheers heard across Taborea, but players soon protested. Along with all of the new content, Runkewaker also added a nerf in the form of increased mana costs for many of the skills in RoM. On top of the existing base mana costs for skills, a percentage modifier was added that significantly increased the cost to use skills as you leveled up. Many players were unhappy with the skills being balanced in this way and went as far as staging cross-server in-game strikes in Varanas' Central Plaza until something was done. Only a few days after the patch went live, a new hotfix was applied to RoM which removed the balancing act completely. Tony Tang, the Vice President of Business Development at Runewaker, issued a statement to announce the removal of the balance, but he also clarified that the company was confident a change would need to be made to address the issue of the game becoming less challenging. In this week's article I want to take a closer look at why many players were upset and point out why I think the balance may be for the better.

  • EQII devs brave class mechanics panel

    by 
    Jef Reahard
    Jef Reahard
    08.13.2010

    Interesting tidbits continue to flood the web regarding last week's SOE Fan Faire in Las Vegas, with the latest coming courtesy of EQ2Wire. The Norrathian newshounds have posted a series of video captures from the EQII Mechanics panel, featuring (from left, above) developers Rich Waters, Greg "Rothgar" Spence, Paul "Frizznik" Carrico, and Mike "Xelgad" Ganz. The panel is divided into a series of six 10-minute clips, all of them informative if you're an EQII regular and concerned with any aspect of class and balance mechanics. The dev team fields a number of questions from the audience, including queries on ranger and other assorted class fixes, as well as a clarification of a Dave "Smokejumper" Georgeson forum post that some players incorrectly interpreted as foreshadowing major changes. "We're just trying to be more transparent in our design for the classes, not trying to redesign the classes at all," Spence explains. Most questions are answered with a necessarily vague "we'll look into it" and/or "soon," but the videos are nonetheless worth watching to get a glimpse at what your average developer deals with when subjected to a room full of min/max players. It's not quite an inquisition, but there is a palpable combative energy (and a few hecklers) present.

  • EQII's Xelgad reads forums, talks class balance

    by 
    Jef Reahard
    Jef Reahard
    06.29.2010

    If you've wondered whether the developers on your favorite game ever read their own forums, you're not alone. Often it seems as if MMORPG tweaks happen in a vacuum, with little to no player input taken into consideration. Happily, EQ2Wire has released an interview with EverQuest II class lead Mike "Xelgad" Ganz that debunks this particular theory (at least for one game). Ganz uses the interview session to talk about his typical day, changes to the Fury, Warden, and Enchanter classes, and the importance of forum feedback. "I read and consider all feedback that gets posted on the forums. The forums are a good place for players to express their feelings about their classes and I can evaluate changes based on that feedback along with the data we collect from other sources," Ganz says. Head over to EQ2Wire for the full interview.

  • Wrath Retrospective: What we learned from death knights

    by 
    Tyler Caraway
    Tyler Caraway
    06.23.2010

    With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King and everything that made it what it is, for better or for worse, in Wrath Retrospective. Wrath of the Lich King is coming to an end, and with it one of the largest experiments that Blizzard has ever done in the history of WoW. At the onset of this expansion, we were all introduced to a new class; the death knight. The addition of a new class has major complications on the game as a whole: how they fit into PvE, how they work in PvP, what buffs and debuffs they bring, what roles they fill, what unique utility that they provide. All of these things have changed the face of the game as we know it. though fairly new arrivals, death knights have been integrated into the game almost seamlessly; the craters that they made when they first arrived, however, are still highly visible to those that know where to look. There were a lot of misconceptions about death knights when they were first released. Once they were announced, Blizzard classified them as being a hero class, not to be confused with your ordinary, run-of-the-mill class. To many people, this caused worry that death knights would be grossly overpowered and far superior to all of the others. Blizzard was quick to point out that this was not the case, but it did little to assuage many of the fears that players had. Still, death knights have had their ups and their downs all throughout this expansion, and if that is not a case for removing then from hero status then I don't know what is. What can we learn from death knights? What has all of the work done with the significant re-balancing changes and the major talent changes taught us about WoW in general? How can we apply that knowledge to all of the other classes in the game? That is what I wish to explore to day, and I hope that you will join me.

  • Cosmetic armor and more promised in Warhammer Online's May producer letter

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.02.2010

    The recent release of patch 1.3.5 has brought with it the complete death of Warhammer Online, if you equate a more active city siege environment with "complete death." Even though it came late in the month, it's certainly a major point of discussion for executive producer Carrie Gouskos, and it's addressed in the most recent producer letter for May. But that's the least of what needs to be discussed, and the talk starts with a reversal of the prior announcement that 1.3.6 would allow players to create characters of both realms on the same server. Fan reaction was negative enough to change the decision. Moving along, the producer letter promises the introduction of armor appearance separate from armor stats, similar to how Lord of the Rings Online allows players to wear a purely cosmetic set. There's also the promise of major updates to the Runepriest and Zealot careers, to make both of them more active and engaging to play in either healing or damage. Fans of Warhammer Online should take a look at the full producer's letter to see more discussion about what's coming around the bend for the game.

  • Balancing class strength and flavor

    by 
    Matthew Rossi
    Matthew Rossi
    03.12.2010

    One of the things I hear a lot from other tanks (especially paladin tanks) is how much they envy Charge, and especially being able to Charge in combat. "Man, I'd give up X for Charge." Usually what they want to give up is their shield throw, or their AoE taunt, which of course is not a terribly compelling idea: warriors have parallels for these abilities and charge isn't one of them. Heroic Throw is our weaker form of Avenger's Shield and Challenging Shout is our stronger but longer cooldown AoE taunt. As soon as they gave up Righteous Defense (which rocks on the Lich King fight, btw) they'd just say "Man, I'd give up X for Challenging Shout" anyway. If warriors actually managed to give up Shockwave for Consecration they'd want it back in a week. What it ultimately comes down to is the difference between a necessary ability and one that is useful but not necessary. You also need to take iconic roles into account. I doubt many would support giving warriors Blessing of Kings, Blessing of Sanctuary, Lay on Hands, the paladin system of Auras, or what have you. The ability to die without taking equipment damage via Divine Intervention? How much, exactly, is Charge worth and if it's so pivotal to tanking why are you rolling a paladin to tank instead of a warrior? How do we keep classes compelling and interesting while giving them the tools to do the same job?