Greetings Arcadians!
Just a "short" heads-up since I recently received some reports/feedback about the latest changes, especially the magical ones. Some players were complaining about the interval of complex changes that broke their kitty/lua macros. I am aware of that and want to share my thoughts, our vision and the goal of the current (general) class balance, so you can hopefully better understand the reasons behind certain changes.
General thoughts and visions
First of all, we have received the info that there is a decent amount of players who play their classes manually, without the use of addons / combat engines. Therefore one of our major goals has been to enable the game to be played more comfortable without the use of combat engines. There is no doubt, some specific classes will always be better by using macros or lua-based solutions, however we try to include all players for the majority of classes. We will not re-invent the wheel, but try to open up existing systems to that larger variety of players.
That's why we introduced more global cooldowns, especially on self buffs. Manual players have the advantage of applying buffs with a minimal cooldown, while macro players will have the normal GCD on using them. However, you may use some cooldown reduction attributes in order to compensate the nasty global cooldowns though. Classes with frequently used self-buffs that are part of their normal rotation are changed in order to get rid of those cooldowns, but to keep them playable for both, manual and macro players.
We also keep updating the general combat system by revising old game code or adding new mechanics inspired by other games or general concepts in the gaming culture. Our goal is to improve the gameplay, but not to "over-develop" classes to a point where too many different mechanics make a class way too complicated. We had such classes and want to simplify them now, so that everyone can enjoy playing them no matter of the technical (gameplay-wise) requirements.
CoA is still an MMO and this means we will keep introducing new mechanics (such as general cooldown reduction, cooldown penalty or execution time), improve ancient technology, improve the existing and extend the build variety, because there always has to be progression.
This being said, now some words about magical class balance particularly, that I am personally responsible for.
Future vision of magical class balance
I am aware that there have been some complains in the past about too frequent major class changes that required deep changes in your rotations.
The recent changes about warlocks' Willpower Blade and Construct were necessary, since the global buff change affected all self buffs to trigger global cooldowns. There were some options to choose from and the solution (to introduce the new Willpower Sharpening and Meditation perma-buffs that automatically trigger the proper Willpower states as soon as you reach 6 PSI) was the best possible we could choose.
Magical classes in my opinion are very flexible and you can play a large variety of classes with the same gear, weapons and often even same weapon rolls. I want to even extend this in the future, so you can play more classes with different equipment setups, such as more different weapons and/or weapon rolls. You shall choose your own playstyle instead of being forced into one that doesn't suit your personal preferences.
My goal is to no longer limit to only one specific playstyle for a class, but instead to enable many different playstyles as well. Since the introduction of cooldown reduction and negative cooldown penalty (that reduce skill cooldowns and even global cooldown triggers) as title attributes and corruption rolls, there are much more possibilities to actually play classes. In the past, mages and warlocks were supposed to cast and/or channel. Now they can even spam skills with low cooldown, enabling an entirely new rotation and much more build variety. I will push those playstyles further and try to make them as viable as the original playstyles, but still optional. It should be up to the player to decide what way suits them best. Of course, there are always advantages and disadvantages to different playstyles, but in general, they all should be kind of viable.
Frequence of current and future updates
I don't want to force you guys to constantly change your macros, but please understand that magical classes have to adapt to general class balance changes. Those general changes are made to improve the gaming experience of everyone, to include a larger variety of players, of different playstyles. I can't promise that there won't be further mechanical changes, but I try my best to keep it as minimal as possible. Being an MMO player myself for 20+ years, I know how frustrating it feels to get your rotation broken again and again. But sometimes good things have to break before getting repaired and improved.
I was also asked to introduce most changes in one single patch instead of a lot of small changes in several patches. The major reason why that's unfortunately not possible is that I am also working on different projects, such as Kawak Awakened and more. The same applies to other team members, so we have to develop classes slow and steady, over weeks and months, instead of a single big patch and smaller fine-tuning afterwards.
Another reason is the fast changing meta through our larger build variety. Having over 100 classes (and around 30 I am personally responsible for) that are directly affected by meta shifts and new upcoming makes it almost impossible to include every facette of each class in a few updates. So I don't think the update interval will change much in the future, but I try my best to limit the major mechanical changes that affect your rotations in negative ways.
Current state and future of magical classes
I believe that most magical classes are in a pretty good state right now. Of course there are a few classes that are lost behind, others await reworks for quite some time, such as Bard/Druid or Druid/Warlock. There are also plans to change Warlock/Warrior into a physical class for a while or to rework Priest/Rogue into something useful, but other projects have delayed those changes for now. However, they are not forgotten, but there is no estimated time when we will touch them yet.
Right now, there are a few changes in the pipeline, ready to be implemented. As I said, classes are pretty much balanced from my point of view, so there will only be buffs for classes that heavily underperform compared to other magical classes. Classes like Mage/Warrior or Warlock/Scout are not nerfed for now, but will be observed well.
At this point just a few words about Mage/Warrior, as this topic seems to always stir up emotions. I am aware that this class requires an entire additional buff gear, but this doesn’t mean a class can overperform as much as it did and we wouldn’t care. I received plenty of data that showed this class was able to deal twice the damage of other classes, even with lesser buff gear. I know it's frustrating if you've spent a lot of resources into this class and it's getting nerfed again and again. But as I said above, due to constant meta shifts through general class development and new playstyles that are found, it can always happen that a class becomes broken. And often not everyone has noticed these.
Conclusion
I always appreciate all your feedback, so if you find a nerf unfair or not necessary, please let me know. There are always reasons behind and our comments in patchnotes often can't explain the entire context behind a single change. Sometimes a change follows a larger (global) vision or is planned to be followed up by more changes within the next iteration.
For a deeper dive into our class balance workflows, I suggest you to apply as a class collaborator. This way, you will be able to discuss changes with our team members live and directly, even before the changes make their way to the live server. For the best possible experience, I'd suggest every guild to have a chosen member to become a "guild collaborator" so we can cover as many guilds as possible, since classes interact very differently within different guilds.
Link to the post for further information: Class Design: collaborators and future plans
I hope this was useful to understand our current vision and behavior within the current state of class balance. If you have further questions, feel free to contact me or any other team member.
Best regards
Wesker ![]()
