General Class Balance [Feedback]

  • Patch 11.1.2.1000-1103 - Grafu Castle (Awakened), Prestige Season 2, Crafting Festival | Chronicles of Arcadia
    Check out patch notes 11.1.2.1000-1103. Patch Notes 11.1.2.1000 General Added Vortis and Chassizz to Snoop transport dialogues. Fixed Snoop Candara transpor ...
    chroniclesofarcadia.com


    I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.

    Keep it up!

  • https://chroniclesofarcadia.co…/#patch-notes-11-1-2-1103


    I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.

    Keep it up!

    Agreed, I just hope these GD notes are not exclusive to changes pertaining to magical classes. Much appreciated.

  • https://chroniclesofarcadia.co…/#patch-notes-11-1-2-1103


    I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.

    Keep it up!

    Agreed, I just hope these GD notes are not exclusive to changes pertaining to magical classes. Much appreciated.

    I wasn’t aware that the GD notes were exclusively for magical classes. It seems the GD for them must be quite well-compensated, considering the extra attention they receive. Maybe there is a correlation with the high cost of magical stats :D

  • Also need to agree with sere and robo, the new GD notes and better explanations for class changes are very nice and I hope that other classes will gain those notes aswell.Big thanks this really opens the doors and also I hope that other classes will gain those notes aswell. Also even tho I know that it would most likely take some time and be some effort but a list with all current classes and a note about if there are plans on changing those/if they under/over perform or are fine would be nice for example many scouts rn don't rly can be played because they are not as strong for example (scout/warrior), (scout/bard) etc etc :D

    Would be nice to go into discussions about generell classes since I think it would be great to work on all those classes that RN not can keep up with other classes from the current Mets to eventually reach a point where all classes can be played equally :D

    • Official Post

    https://chroniclesofarcadia.co…/#patch-notes-11-1-2-1103


    I’ve gone through the latest patch notes on class balance and I have to say, the explanations from the Game Devs really make a difference. Even though the game is still under maintenance and I haven’t been able to test the changes myself, the thought process behind each adjustment is well-reasoned. What I appreciate most is how these notes open the door for meaningful discussions between the devs and players. This kind of transparency makes it possible to fine-tune the classes based on real feedback, which is key to achieving a balanced system.

    Keep it up!

    Agreed, I just hope these GD notes are not exclusive to changes pertaining to magical classes. Much appreciated.

    Greetings!


    We introduced those "GD Notes" for magical classes for test reasons in the first place, but are willing to keep writing and even extending them in the future if you guys respond well to them. For me personally it's not as much of an extra work, as we already discuss certain changes within the design/balancing teams anyway and I'm glad to share my thoughts with our playerbase. The rest of us might think the same way.


    Since we are adjusting our internal workflows (as you can see here) in order to add more transparency to our game design, especially in terms of class balancing, we like to communicate and engage with you guys even more.


    I'm sorry if you felt not being heard in the past while suggesting good and well thought-out ideas without (or only with few) response from our side, so I hope this step will have a positive impact on the situation as we all have the same goal of improving the game together.

    Would be nice to go into discussions about generell classes (...)

    This might already be possible by applying as a collaborator as you can see in this post. The best place for these discussions is probably the place where the changes are forged. If you want to play an active role within the class balancing, so your voice is heard at an earliest time possible, I'm looking forward to meet you there! &)


    Best regards

    Wesker

  • Hi,


    for tank grafu artefact in general: I would suggest to increase the duration. for jumping in a mobgroup it's kinda useless. either adjust the duration or change the complete effect in general like something "on click"


    Greetings

  • Elo


    me and some UwUs from my guild created an mdps tier list about grafu, didn't include support/cc utility at all, purely about DPS (that's why m/wl is in C tier for example)... what do u guys think?

    1129a6c4e18538924345c57090eda6fb.png


    B tier is kinda average,

    A tier deals decent damage,

    S-tier deals above A-tier damage,

    C tier dealing less than average,

    D tier way less than average,

    E tier should be F tier, bcz its entirely useless 😱


    I would be interested in your experience with the classes in grafuwu

  • Scout Mage is average i would say.

    Mage Warrior is not "kinda average". -> more like S-Tier. (but compared to Priest scout, it's normal. But that's only because Priest scout is far too strong for what you have to do.)

    Rest is fine

    sdEORVa.jpeg

    No Guts No Glory No Legend No Story.

  • Scout Mage is average i would say.

    Mage Warrior is not "kinda average". -> more like S-Tier. (but compared to Priest scout, it's normal. But that's only because Priest scout is far too strong for what you have to do.)

    Rest is fine

    If the m/w has perfect buffgear, its much better for sure, I was playing it with 73k buff which wasn't rlly good, was actually dealing the exact same damage as m/k that also was kinda bad ;( A guild mate had a 55-60k buff and his experience was way worse than mine (something like C or D tier), so I would assume its also way better with 80k+ buff, like A tier or above :/


    But p/s isn't actually so much better than the other s tier classes I'd say... imo the 3 others can easily compete with it (or even overtake), especially if mobs live longer so dots can tick for longer time :/

  • Hi, i cant aggre you about mage/scout. Because it doesnt have enough AoE damage for big pulls. When your tank pulls high amount of mobs so often, you may underperform with that class (just my opinion). Scout/Warlock also doesnt have good sustain. In some situations you might miss some damage. I think you should put scout/warlock to C and bard/mage to A. I had a very good experience with bard/mage in grafu. Its AoE sustain damage was good enough.

    However, this is just my opinion. I dont know how your guild runs grafu. Your guild's gameplay and my guild's gameplay might not be same.

  • Imho Grafu has more single dmg than other instances. Normally overall dmg was always full of aoe from mobs and bosses themselves were not noticeable in terms of total percentage.


    It's hard to be totally 100% right since it depends a lot on the party, the supports and the tanking style but in general, I see these problems in my runs:


    - For mages:

    1. Long cds, way longer than warlocks. In many situations that leave you at the end of the scrut.

    2. Single dmg. Some have an ok burst single dmg for some seconds but in general, it's quite average. The sustained one is really low.

    3. Aoe. Classes that needs the thunderstorm combo are suffering a lot when mobs need so much time to come together or when there are more than 15. The thunderstorm buff should still be applied on the floor the whole time the skill is in cd and ofc, to all targets.


    - Druids:

    1. Their main buff was killed with last change to 15s. It is not only the dmg it gives but the nature power consumption. Improving this system would help a lot.

    2. D/wl long casts mechanic should be changed to channeling so it deals dmg from the begining. Channel + cps could exist? Probably first class to have. Also it needs something else for aoe when sandstorm is on cd.

    3. D/r. Big nerf on its buffs in Orkham era. It needs way better single sustained dmg. Doing normal hits makes you useless for next 2-3 casts when rest of classes keep doing dmg.

    4. D/m. Single dmg? What is it 😀


    - Warlocks are better everywhere. Wl/r and wl/m are way superior than Mages and Druids (not counting dots/cps classes here, only the old style mdps). Cd of the buffs are a big reason why, I would say.

    Classes who have only 1 corrupted weapon (not 2 hands) or a Tambourine are always behind. Using talisman / shield means class is automatically dead right now because none of them got anything to avoid that problem.

    • New
    • Official Post

    Greetings Arcadians!


    First of all, thank you very much for sharing all your feedback and for the tier list in the first place. Most of your experiences match our internal analyses and we've been working on improvements for quite some time already.


    As you already noticed, some classes may behave differently in different raid setups or by different raid pacing, so there might be some changes coming that some of you may not agree with. So please be open for opinions of other players as their experience could be viable and reasonable as well.


    However, I won't be spoiling too much at this point, as a major class balance patch is almost ready to be released.


    We will add comments to the upcoming patch notes again, so you guys can understand our intentions of most changes.


    In this respect i remain with best regards.

    Wesker &)

  • Regarding to druid/rogue


    I like these new changes, but i just need to ask 1 question...

    I dont see any skill that deals poison damage.

    Did you just forget to remove 15% poison damage bonus from elite skill Curse of Widow ?

    • New
    • Official Post

    Greetings!


    Thanks for reporting, seems like we missed this one while changing Corrosive Poison DoT to dark damage again. I will make a note for the next balance patch.


    Best regards

    Wesker

  • As some one who enjoys the slower route and does not instantly hit 91, it feels early game is being ignored. My Druid/rogue went from timed burns soloing Hoto to not even being able to do Cyclops. And this is with it already being stated that combo is lacking in the single target damage.


    "Changed Poisonous Widow Embrace; Inflicts 250% + 0.1 x INT damage and consumes Nature’s Power stacks up to 2 times to inflict 450% + 0.1 x INT per consumed stack. Also recovers 15 Energy per consumed stack."

    I have to assume that is at 105 as it does hardly a fraction of the damage it was. Even utilizing Sinister Request to use the natures stack bonus.


    "Changed Curse of Widow to additionally modify Earth Arrow → Dark Arrow: Inflicts 550% dark damage and recovers 2 stacks of Nature’s Power. Increased its MP cost to 5% from flat MP."

    Website states "The power of Mother Earth manifests in your hand causing 2006.4 + 0.5 x Intelligence of Earth damage to your target. Grants 1 point of Nature's Power."

    Which at this point feels like less than a 4th of what I was before the changes.


    "Changed Corrosive Poison damage to 2650 Dark instead of 5300 Poison." Poison was a bad choice ok, but I tossed it just as some shaving and the spread is nice it seemed weak previously. Now its my damage type but at half affect on a class again noted for being single target dps lacking. And considering I am mixed with Rogue dps should be my thing seen more with losing half my healing at 70.

    • New
    • Official Post

    Greetings!


    Hopefully today we will release another (magical) balance update in order to fix the spikes of some classes we changed in Patch 11-1-5-2500. I'm looking forward to your feedback and appreciate your enthusiasm about the last update!


    More smaller adjustments might follow soon, as we didn't manage to analyze all of the new amount of data yet.


    We also try to NOT change lots of key mechanics at short time intervals anymore (as we did in the past) but instead prefer to add major changes only to specific events, such as major content updates, prestige seasons, festival changes, etc. This way, we hope to achieve more consistent data within longer periods of time without major changes. The last months have shown us that this might be a viable solution for everyone involved.


    Unfortunately I can only speak about myself in this matter but will try to convince my colleagues to do so as well.


    At this point I'd like to draw some attention at this topic again, as we are still looking for advisors / collaborators that can help us with class design, balancing and consistency of our data.


    As some one who enjoys the slower route and does not instantly hit 91, it feels early game is being ignored. My Druid/rogue went from timed burns soloing Hoto to not even being able to do Cyclops. And this is with it already being stated that combo is lacking in the single target damage.

    I'm sorry you feel this way. The majority of the data we get to balance (magical) classes around comes from the endgame, but we try to shift balancing into the mid game as well already. The website wasn't updated since Patch 11.1.1.5005.en (26-07-2024), but could be updated soon, as a lot has changed since then.


    Druid/Rogue in particular will be buffed within the upcoming patch in single target, as we also noticed a lack in single target (burst) damage. Also the DoT will be buffed decently, so most of your issues might be solved.


    About Earth Arrow/Dark Arrow that was dealing magical flat damage, we do not plan to revert it for now.


    Best regards

    Wesker &)

  • What's with the physical classes? Will those classes get some balancing as well? Most rogues and scouts are underperforming with only very low amount of classes that are viable rn....

    For example s/r is more or less the only competitive scout class rn that is worth playing

    • New
    • Official Post

    Greetings!


    I just replied to another topic, but can tell here as well.


    My apologies, unfortunately I can't say much about physical classes, as I have very little insights into their data, but will ask the responsible colleagues for sure! For now, only magical classes had our focus, so unfortunately there was very little time for physical balancing. But I hope there will be more coming soon (still can't promise though, as I'm not responsible for that).


    Best regards

    Wesker

  • Hello, thanks for your adjustment for mage/scout. 6 second cooldown for Fire Storm skill was a little bit high. Now you reduced it to 4. But i have one request. Can you also change name of additional magical damage of Shot skill to be same as Fire Storm's shots ?

    Additional damage should not be named Shot. Please make its name Fire Arrow Shot

  • My impression from the last patches:


    On a serious note though, what is going on with physical class balancing? Magical classes get a lot of balancing changes and interesting mechanical reworks and we get neither.
    Instead we get breadcrumbs and nerfs, without any explanation regarding the reasoning behind the decision, like this one:


    Druid/Warrior

    • Reverted Heart of the Wild damage gain to 60% back from 75%.

    In what world does Druid/Warrior compete with Champions and most Warriors?


    Meanwhile, there are several (chain) classes that have been overperforming for ages. Conversely, classes like Champion/Druid, Warrior/Priest etc. have been long lacking. It can't be due to the lack of feedback. I and many others have asked many times for changes and we have made concrete suggestions. Still, Bard/Warrior has major sustain issues, Warrior/Priest overcaps attack speed way too easily etc. The list goes on.

    And that's not even touching the issue of incohesiveness and lack of creativity. Just one example, Champion/Mage got a skill that requires you to target the farthest enemy, whereas all champions want to target the nearest enemy at all times, to maximize Shock Overload damage. Another example is Warrior/Scout, that uses spear for AoE and katana for single target, but has a skill that requires a 2h sword - which is never used.

    Then there are classes like Bard/Warden and Warden/Mage, that basically only spam two skills for the most time. There are of course classes that got nice mechanics going for them, I'm not saying the entire physical balancing was bad.


    All this is ofc only from the perspective of chain player, but from what I've heard and seen, leather classes face the same issues. Looking at you Scout/Bard.


    Is the physical balancing team vacant atm? Do the responsible individuals think physical classes are balanced well in their current state? Is there a big physical balancing patch planned? Please give us some information and don't leave us in the dark.

  • Hey!

    This might sound strange, but I'm actually glad that S/R got nerfed — it was the only leather class that could even slightly compete with magical gear (considering that leather had a higher gear tier and more bonuses from cards or fusions — otherwise, there was no competition at all).

    Thanks to this change, now we can start playing other combinations that are just as weak as S/R is now :)

    I hope the sarcasm is clear.

    I’m not capable of achieving your level of “balance.” You’re fixing magical classes — great! And applause to you, because some of them did need adjustments, and I think no one will argue with that.

    But why the nerf to S/R?

    Yes, from the perspective of physical classes, it was a top-tier combo, but compared to the best magical setups, it was merely "good."

    I’d like to get a reasonable explanation for this.

    Saying “everyone played it” — sure, but what else were they supposed to play?

    S/K? R/M? S/P?

    There is no other strong leather-based combo besides S/R. The rest don't exist — they’re useless.

    So yes, I’m all for buffing mages, but why nerf the only playable physical combo in leather gear?