The third topic of discussion is Class Balance, which I believe many of you would be interested in discussing. Because Class Diversification is grounded on Awakened skills, balancing among Awakened classes is a very important issue as well.
With the advent of the Awakened Classes in the Goddess of Destruction update, overall skill structures have been overhauled, and class balance saw significant changes. After close scrutiny, we have concluded that many components of class balance need to be tweaked and adjusted.
The following limitations in designing Awakened skills resulted in an imbalance between classes:
We have made partial balance adjustments after Chapter 1: Awakening, but there is still much room for improvement; we would like to do an overhaul to match our class diversification. Class balance adjustments would have direct and heavy impact on PvP, so we plan to scrutinize problematic areas for each individual class and focus on restoring overall balance.
Below is our plan for class balance adjustment in Goddess of Destruction: Chapter 3: Lindvior.
1) Leveling the Increase
A few classes are currently at an advantage in terms of balance. A way to level out the imbalances would be to scale down or to eliminate skills that contribute largely to imbalance, but this has a direct negative impact on skills that are being used and symbolize the power of the classes they represent. Therefore, we would like to level out the imbalances by increasing the power of relatively weak classes instead of decreasing the overpowered skills’ damage-dealing, unless the latter direction is imperative in the overall direction of balance adjustments.
2) Renovating Skill Usefulness and Battle Formula
We would like to address the issue in which each class has certain battle formulas or lack usefulness for certain skills. This is especially true for special skills that have been added for Awakened classes, whose power throws off the class balance. We would like to fix this issue to allow for a more strategic use in battle as intended by the designers. As for battle formula, we will simplify it for easier recognition and correct unfair disadvantages to certain classes.
1) Debuff Formula and Resistance Value Change
Debuffs on whole have success rates which vary depending on the user and targets’ stats. This alone provides plenty of variety to debuffs, so random duration times can be problematic in terms of increased complexity. As such, we will eliminate the random factor in duration times and retain only the success/failure element as a variable, simplifying the mechanics once the debuff is successful. Also, we will scrutinize the current physical/mental/simple debuff categories and judge whether each debuff skill is well-suited for its category and whether to apply it to the debuff success rate decrease, so that certain debuffs may become more useful in battle.
2) Evasion Formula Change
We have concluded that there is a problem with the current structure in which you accrue more damage if hit, rather than accruing less damage when evading an attack. As such, we plan to change the formula so that damage received would not increase as evasion rate increases; this would be more rewarding for classes that wear light armor and use evasion as a main form of defense.
3) Changes to the Ranged Physical Damage Formula According to Distance
When attacking with a bow, physical damage increases or decreases depending on the distance between attacker and target.
(Damage gradually decreases when 60% or lower than full hit range, and increases when 60% or higher.)
The purpose of this formula was to give more control to archer types according to their calculation of distance and the following damage, but the result has complicated gameplay and frequently yielded negative user experience. Therefore, we will modify this formula so that damage would be universally applied regardless of distance, resulting in a more intuitive gameplay.
1) Sigel Knight
The Sigel Knight is essential to group play, and currently ranks as one of the more powerful classes in PvP. We will increase the usefulness of certain skills, especially revamping those that are powerful but not often useful. But in the case of the Aggression skills, we will have to adjust their excessive impact on melee classes in large-scale PvP and make them more useful in hunting.
2) Tyrr Warrior
Tyrr Warrior’s damage skills will overall increase in efficiency; powerful damage-dealing skills will increase in usefulness and MP cost to encourage more strategic usage in battle.
3) Othell Rogue
We focused on clarifying the class’ original intent by modifying the blow-type skills’ damage formula. We also increased success rates for various debuff skills to allow for a more dynamic control of targets’ status. But the Shadow Fake Death skill currently has an excessively low MP cost, making the battles boring, so we increased the MP consumption.
4) Yul Archer
The Yul Archer is formidable in PvP right now; after Awakening, it has become the jack of all trades, ranging from various evasion and invincibility skills to powerful damage-dealing. We modified success rates for certain debuffs, and we intend to increase usefulness for powerful damage-dealing skills. Though the Yul Archer’s Stance-type skills are toggle form and can only be used one at a time, they can be applied redundantly, so we will change them to buff-type skills and change their effects as well.
5) Feoh Wizard
The Feoh Wizard’s original concept was a powerful ranged magician, but currently this class is not performing as expected. We will be doing an overhaul on MP usage during hunts and damage dealt in general. The Vortex plus Slasher combo that will be included upon diversification will help restore the original damage-dealing pattern of the wizard.
6) Iss Enchanter
We will modify the Iss Enchanter to allow for a more comfortable battle through debuff duration increase and normal damage increase. Also, we will be changing the skill effects of Crazy Nocturne due to its lack of usefulness. But as for the Increase Poem skills, the current healing skills’ effects are exceeding the healers’ so we will make this a more selective choice by increasing MP consumption.
7) Wynn Summoner
The Wynn Summoner is currently the most powerful class in hunting. We will be increasing the usefulness of skills that connect with servitor skills as befitting the summoner class. The biggest change will be that we will be decreasing the max number of summoned servitors while increasing the stats of each servitor, so that the effect will be the same despite the decrease in numbers.
8) Aeore Healer
Having had three 3rd transfer classes of varying abilities merge into one, the healer class is currently quite powerful with various skills and healing powers. We have decided that this class needs no big changes, but can still have a few tweaks in certain factors. They presently have an issue in which wearing heavy armor is more beneficial because casting speed and such that have max stat limits are not affected by disuse of soul crystal enhancement, as can be seen by not wearing robes or using acumens. Such issues were limited through individual skills and passive skills before the Awakening, but after the Awakening, such issues were overlooked contrary to our intent. Accordingly, we plan to make certain skills only available when equipped with robes or light armor in order to minimize issues such as forced armor exchanges.
We have made it our goal to retain overall balance through increases while minimizing decreases, but things may not be perfect as everything is relative to other classes. We will test these changes and investigate possible problems before implementing to the live update.
We look forward to hearing your feedback on class balance. Thank you.
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