Skip to Content

Joystiq

class-balance posts

Alganon gives preview of class updates with first expansion

Filed under: Fantasy, Classes, Expansions, Previews, Alganon

The first free expansion for Alganon, titled "The Dawning," has been getting a fair bit of talk from Quest Online. They've been a bit longer on talk than on details, however, leaving us largely to guess what it might contain aside from promises of new dungeons and large changes to the game world. Some of the silence has been broken now, however, with Systems Designer Josef Shindler breaking word on several upcoming class balance changes in the game. The most recent small patch contained a number of small class tweaks, but there are more extensive changes for everyone in the future.

Mages are currently in the best place, from the design team's perspective, but there are plans to allow characters specializing in one type of damage to branch out to other elements without sacrificing damage. Healers are also going to see some changes to damage, as their focus on one element makes them susceptible to enemies who are strong against it. Meanwhile, Rangers will see an extensive overhaul in terms of damage buffs and their operation in groups, and Soldiers will see several tweaks to their Anger generation to make its buildup and release more strategic. While it's not a great deal of information, it's good to see the design team keeping themselves hard at work on improving Alganon's overall class balance.

The balance of force in Star Wars: the Old Republic

Filed under: Sci-fi, Classes, Game mechanics, New titles, PvP, Opinion, Star Wars: The Old Republic


It might be a slight exaggeration to say that everyone in the world is looking forward to Star Wars: the Old Republic... but only slight. With the latest class reveal, the Imperial Agent is poised to give an excellent sneak-and-snipe playstyle to the Sith side of the game. All well and good... but as Kill Ten Rats notes, how is this game going to get any PvP balance? To the best of everyone's knowledge there's no equivalent ability in the Smuggler's arsenal, the Republic's counterpoint to the Agent, and it's not much of a matchup when one side is invisible and the other side isn't.

Overly Positive recently made a few observations regarding the class balance, noting that BioWare seems to be taking an approach a la Warhammer Online -- each class has a loose equivalent on the other side, but they don't result in being direct copies of one another. However, the downside to this approach is that you can easily wind up with one side's class being overpowered in relation to the other. Direct equivalencies leech some of the flavor, but they ensure that the game remains perfectly balanced for both factions. It's a question worth considering and keeping an eye on as the game moves through development -- after all, if a Jedi and a Sith Warrior can't face off in fair combat, it'll be a sad day for many players.

Jumpgate Evolution dev blog looks at balancing combat

Filed under: Sci-fi, Jumpgate Evolution, Classes, Game mechanics, New titles


As player-versus-player pew-pewing is one of the biggest draws for those interested in the upcoming Jumpgate Evolution, there's no wonder that a lot of attention has been given to balancing the game's combat. The most recent Jumpgate Evolution dev blog entry from lead producer Hermann Peterscheck, titled "Combating Combat", shed some light on how class balance came to be where it's at now.

The post goes on to say that from the very beginning, balance was approached with PvP in mind, as NetDevil realized that it would be easier to tweak PvE accordingly at a later stage. Starting with just one class of ship, additional classes were introduced over time and put through their paces in daily play tests. Petersheck noted that the goal was to have each class feel truly unique and not simply have a bit less of this stat, or a bit more of that one:

"It's very tempting to just throw a bunch of classes of ships together in order to say things like 'our game has 15 classes of ships!' but this, we believe, is the wrong direction. People want meaningful and strong choices and not lots of meaningless, empty choices. Currently we plan to have 4-6 classes, but they will each have nearly endless possible configurations within those groups."

It's a promising design philosophy, to be sure. Check out the rest of Peterscheck's article at the JGE dev blog.

Are MMOs truly as persistent as they claim?

Filed under: MMO industry, Opinion

The two biggest differences between single player RPGs and massively multiplayer online RPGs are the MMO and persistent components found in the latter. Player vs. Developer has a thought-provoking blog post up claiming that MMOs are not as persistent as they claim to be.

"Persistent" can be defined as "continuing without change in function or structure," which when you really think about it doesn't quite fit with how it is employed in most MMORPGs. Many MMOs claim to have a "persistent struggle," or "persistent world," which is only half true. Developers are constantly changing their MMOs and it impacts how we play.

What happens at the end of an expansion cycle? Often, players stop trying to progress and wait for the new content that makes old content obsolete. What happens when classes undergo constant balance shifts? Players are forced to compete on uneven playing fields. What happens when some gamers benefit from bugs or exploits before they are fixed? It can hurt player morale.

Many of these changes are for the best, but it does illustrate that MMOs are not truly as persistent as they claim.

Class balance in a post-WotLK World of Warcraft

Filed under: World of Warcraft, Classes, News items


Class balance is always a touchy subject, depending on the class a person plays. But WoWRIOT has put together an impressive look a class balance in a post-WotLK World of Warcraft. After looking through much of the post, we're pretty impressed with its accuracy and overall take on current class balance, especially as it pertains to arena and PvP.

Normally, those who actually play the game are much more interested in these kinds of balance overviews. However, the article contains an extensive look at Death Knights and everything about where their place in the game is right now. So for anybody who's been curious as to what's going on with the first new class in World of Warcraft, we'd say the article is definitely worth a look. For everyone who does play the game, it's probably a good idea to at least check out your class (or classes) if only to see why you should or shouldn't be upset with Blizzard.
One of Azeroth's millions of citizens? Check out our ongoing coverage of the World of Warcraft, and be sure to touch base with our sister site WoW Insider for all your Lich King needs!

Balance not what it's cracked up to be

Filed under: Classes, Game mechanics, MMO industry, Opinion

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.

New 'Ask Cryptic' talks class balance

Filed under: Super-hero, New titles, News items, Champions Online

Behold, a new 'Ask Cryptic' is here to appease all who have been awaiting it! It is again time for Cryptic to answer community questions about Champions Online -- this week is especially interesting as we've gotten some fairly insightful answers. Everything from how Cryptic is adapting the Chapions paper and pencil IP to whether or not players can expect custom power animations and the reason why is discussed.

Of course, the most interesting question ends up being about the biggest problem facing a game like Champions Online -- class balance. With an open system where players can grab any type of powers they like, a lot of thought has been and is being put into making the game as balanced as possible.

Warhammer devs explain balancing RvR

Filed under: Betas, Fantasy, Classes, New titles, PvP, Warhammer Online


Over at the Ten Ton Hammer site they have up a discussion with members of the Warhammer Online development team, talking all about the fine process of balancing classes for Realm vs. Realm combat. RvR team members Yvonne Bridges and Brian Wheeler hooked up with Careers Lead Adam Gershowitz to answer the TTH staffer's questions. The line of inquiry primarily centers around the way classes in opposing factions interact with each other.

According to the WAR team members, it's not so much that they're tuned to fight their specific opposing faction (Greenskins have no special advantage over Dwarves, for example). Instead, classes are designed to be good at defending against specific types of damage. Players can decide to specialize (via abilities) in fighting a group of enemy players, but that's a choice left to them.

They also briefly touch on RvR questing and the role of gear in that part of the game: Both skill and gear will obviously play a role in a player's success in RvR. That is the nature of this type of game. Some players will naturally excel in combat and we don't want to penalize them for this. However, we don't want them to dominate all the time either, thus gear comes into play. Spend time in the game and you will be rewarded with gear, and you should be able to put that gear to use.

Massively Features




Weekly Columns


Events Calendar

Name Date
Earthrise Launch Q2 2010
APB Launch Q2 2010

Massively Podcast

New episodes every Wednesday. Now playing:
Episode 87, for Wednesday, February 3rd, 2010.



Archive | RSS | iTunes | Zune

Our Writers

Elizabeth Harper

Editor-in-Chief

RSS Feed

Shawn Schuster

Managing Editor

RSS Feed

Dan O'Halloran

Features Editor

RSS Feed

View more Writers

Featured Galleries

One Shots
Champions Online: Revelation
LotRO Volume 3, Book 1 gallery
Star Trek Online Collector's Edition unboxing
Dungeon Fighter Online
Dungeons and Dragons Online Update 3
Runes of Magic: Demon Stronghold
Star Trek Online Character Creation
CES 2010: Lego Universe screenshots