Achaean News
Hunting/PVE balancing changes.
Written by: Tecton the Terraformer
Date: Thursday, April 7th, 2016
Addressed to: Everyone
Our next round of Hunting/PVE balancing has just been loaded up! As you can recall, we recently brought a lot of the denizen attacks in-line with each other, this was a great first step, but did cause some disparity, as it lead to situations where classes with high damage mitigation and health recovery were at a massive advantage.
With this latest change, we've gone through and applied a modifier to the normalised damage based off how resilient the class is. We chose this method to provide variety in hunting, and not homogenising everything to a bland state. This way, we'll have classes that are fragile, but can put out high damage, tanky classes that put out lower damage, and classes that sit at different points in-between.
Keep in mind that these values are determined from attacks from denizens, and only affect damage done to denizens.
Here's brief summary of the changes to the various classes:
Alchemist - No change
Apostate - Damage decrease (Small)
Bard - Damage increase (Medium)
Blademaster - Damage increase (Large)
Druid - Damage decrease (Tiny)
Dragon - Damage increase (Small)
Infernal - Damage decrease (Large)
Jester - Damage increase (Medium)
Magi - Damage increase (Small)
Monk - Damage increase (Large)
Occultist - Damage decrease (Tiny)
Paladin - Damage decrease (Large)
Priest - Damage decrease (Large)
Runewarden - Damage decrease (Large)
Sentinel - Damage decrease (Small)
Serpent - Damage increase (Medium)
Shaman - Damage increase (Large)
Sylvan - Damage decrease (Large)
* Note: Weaponmastery classes (Infernal, Paladin, and Runewarden) have varying modifiers for Sword and Shield specialisation and all others.
Penned by My hand on the 14th of Daedalan, in the year 710 AF.
Hunting/PVE balancing changes.
Written by: Tecton the Terraformer
Date: Thursday, April 7th, 2016
Addressed to: Everyone
Our next round of Hunting/PVE balancing has just been loaded up! As you can recall, we recently brought a lot of the denizen attacks in-line with each other, this was a great first step, but did cause some disparity, as it lead to situations where classes with high damage mitigation and health recovery were at a massive advantage.
With this latest change, we've gone through and applied a modifier to the normalised damage based off how resilient the class is. We chose this method to provide variety in hunting, and not homogenising everything to a bland state. This way, we'll have classes that are fragile, but can put out high damage, tanky classes that put out lower damage, and classes that sit at different points in-between.
Keep in mind that these values are determined from attacks from denizens, and only affect damage done to denizens.
Here's brief summary of the changes to the various classes:
Alchemist - No change
Apostate - Damage decrease (Small)
Bard - Damage increase (Medium)
Blademaster - Damage increase (Large)
Druid - Damage decrease (Tiny)
Dragon - Damage increase (Small)
Infernal - Damage decrease (Large)
Jester - Damage increase (Medium)
Magi - Damage increase (Small)
Monk - Damage increase (Large)
Occultist - Damage decrease (Tiny)
Paladin - Damage decrease (Large)
Priest - Damage decrease (Large)
Runewarden - Damage decrease (Large)
Sentinel - Damage decrease (Small)
Serpent - Damage increase (Medium)
Shaman - Damage increase (Large)
Sylvan - Damage decrease (Large)
* Note: Weaponmastery classes (Infernal, Paladin, and Runewarden) have varying modifiers for Sword and Shield specialisation and all others.
Penned by My hand on the 14th of Daedalan, in the year 710 AF.