Let's Talk About Class Balance!
I've been seeing a lot of talk lately about class balance in Arcane Legends. Mostly about our favorite little blue dudes, the Sorcerers, but I'd love to gauge everyone's response to class balance in general so that I have clear suggestions to send back to the devs.
So! Let's discuss.
Please comment below with your feedback and suggestions on how we might improve class balance. And, let's keep in mind that BALANCE is the key word here. I know that everyone wants to be able to just own everyone in PvP, but that's not what balance is about. Each class should have their own strengths and weaknesses, and not feel either over or under powered.
Also, I know this is a hot topic and people can get fired up over something they are so passionate about. Please keep this discussion friendly, constructive and straight forward. This isn't the place to bash the game, other players or STS. This is the place for discussion about how we can make the game more fun for everyone.
Ready, set go!
Class Balance = Code Change
How to balance the classes in 1v1 PvP with the current code: Not well.
Why?
The current classes are built with different focuses then each other, for example, Rogue/Sorc:
Rogue is designed for 1v1 damage. Sorc is designed for 1vMany damage. In the current code, improving a Sorc enough to give it the power of a Rogue in 1v1 would make it insanely OP 1vMany in PvE.
How can this be balanced?
Currently, it appears the code can only adjust a few variables when a player enters the PvP arena, specifically Armor/Damage/Health.
What is needed is for the code to be able to adjust ... well ... everything. An example could be the Sorc Fireball. Sorc enters PvP the damage on the fireball goes UP, but, the AOE radius drops to zero. That is just an example, there are many others that could be discussed, but that is step two. Step one is the ability for the game to dynamically change the behavior/damage on skills in a PvP environment.