Below, I am by no means trying to diminish the developers' hard work on this server – a HUGE THANK YOU to them for keeping this great game alive after it met such a tragic fate. Instead, I am trying to explain why, in my opinion (and I think many will agree with me), the balance and the approach to balancing are moving in the wrong direction.
I have literally every single specialization leveled up to 80 and geared in top-tier items. Some people actually enjoyed my videos.
The DG spec literally started with me, and I have a lot to say about the balance. What prompted me to write this wasn't the changes to WH/WE, even though they are my favorite classes, but rather the overall approach to balancing on this server. Unfortunately, this server is the only one available, and judging by the population—which is shrinking due to the developers' efforts—it will soon shut down too.
A quick summary for those too lazy to read the arguments: Balance changes follow a single principle—a developer playing a certain class loses, and in an attempt to compensate for their lack of skill, they tweak the balance to win against everyone and feed their own ego, instead of making balance adjustments based on objective data. Furthermore, this approach of forcing their version of the "RIGHT" way to play the game down everyone's throats is exactly what is killing it.
And now, for the wall of text:
The first of such changes was a global reduction of critical hit chance on gear sets, along with a nerf to the WE tactic that used to grant +15% crit chance. Everyone who was around back then remembers that this change was initiated by the lead dev. Yet, for some reason (likely because he played that class himself), he didn't remove the +20% crit chance tactic from the Swordmaster (yes, I know it only applies to the final stance, but that's exactly where the main damaging skill is located).
Then another developer came along, one who plays a White Lion. Thanks to him, the WL was buffed so terrifyingly that even after a series of minor nerfs that followed, WLs remain monstrously strong to this day. For about a year, the dev team saw absolutely no issue with tank-spec lions. And when that specific developer wanted to switch over to the Destruction side, a brand-new Beastmaster class magically appeared just for him.
After that, we had another dev playing a Choppa, which left all Order players suffering from GTDC. In every forum thread dedicated to this issue, the developers kept assuring everyone that this was exactly how it was supposed to be and that it was the "correct" way to play.
And yes, when I created a thread with a video showing an 80rr WE dying solely to a level 36 PVE-geared SL's riposte, arguing that something needed to be done, the devs locked the thread. They commented that it wasn't constructive and that everything was fine. However, they immediately fixed that exact tactic right after one of the developers and four of his friends blew themselves up against my WH's Repel and ended up in a video.
These are just a few of the most memorable examples.
The current team responsible for balance continues to work in the exact same tradition.
With a high degree of confidence, I suspect that someone on the team plays a Magus, which explains the endless stream of buffs to this class. One of the team members absolutely plays nothing but a Squig Herder (hi teefz), which explains the simultaneous buffing of SH and the nerfing of SW. And absolutely no one plays a WH/WE.
Alright, so that was the criticism. And following the principle of "if you criticize, you must offer a solution," what follows are thoughts and proposals that seem right to me. Perhaps some of them might come across as overly radical.
First and foremost: finally abandon the idea of turning this game into a branch of North Korea with only ten party-approved haircuts, and drop the notion that people who want to play this game solo are not actual human beings.
Any MMO is an ecosystem, and solo players are the foundation of that ecosystem. By removing this foundation, you destroy the entire system. This is the main reason why new players aren’t joining and old players are leaving this server.
Let me try to explain how it most likely goes down: A new player boots up the game, plays in T1, and upon hitting level 16, moves to T2–T3. There, they run into a 2/2/2 premade comp in a scenario, after which they create a forum thread titled "What am I doing wrong and why can't I kill anyone?". In response, everyone explains to them that to play this game the "RIGHT" way, they need to gather a voice-comm team, practice synergy with that team, fly into outer space (just a bit of humor), and then—and only then—will they finally be able to enjoy the game.
First of all, this is way too steep of a path for engaging an audience. Second, the path to enjoying the game after jumping through all these hoops boils down to killing the exact same solo newbies.
To anyone who is about to argue with me right now that 6v6 is the most interesting part of the game, I’ll tell you that you are being hypocritical, and I will remind you of the fate of ranked scenarios. 6v6 gameplay is boring because no one can ever kill anyone.
Players gather in a 2/2/2 comp just to slaughter uncoordinated solo players and for no other reason, and you are enabling them in this (canceling solo scenarios, eliminating the possibility of winning a scenario tactically rather than through head-on clashes, disabling camp guards in scenarios, the spawn buff that allows players to sprint across the entire map to catch up with their group, and shifting the surrender command timer to a point where using it makes absolutely no sense).
The Warband-versus-Warband format is also not viable on its own. It always ends up with one WB being generally stronger, while the second WB, instead of trying to win, simply avoids the confrontation entirely and flees to another zone.
The absolute majority of people play this game only as long as they have a chance to win. The only exception, perhaps, is the roleplaying guild crowd.
As for the veteran players… Those who are genuinely skilled cannot showcase their mastery because they are told: "This game is for groups, you are not needed here, so leave." Either that, or they get bored playing the loop of carrying 50 supplies -> hitting keep gates -> killing the lord -> carrying 50 supplies again.
Players who have put together a 2/2/2 comp stop playing because there are no solo players left, and they cannot contest a Warband anyway, except for escaping alive back to their camp.
Average players who run around in a Warband format lose the ability to hunt down a 3-man or 6-man party because those simply no longer exist. Consequently, the game devolves into a state where one side with a numerical advantage just captures keeps uncontested.
Second: Finally, start looking at balance from a mathematical standpoint instead of "I feel like."
Let me give you the clearest example: Opportunist costs 45 renown points and grants a 14% crit chance, while Futile Strikes costs 45 renown points and provides a 24% crit reduction. A player who wants to build for offense is losing out by a 10% chance for the exact same cost. There are tons of such examples—some inherited from the live game, some added here.
For instance, WP and DoK received an armor debuff. Just try to view a 1,600 armor reduction as an effective boost to Weapon Skill, and you will realize that WP and DoK essentially gained the ability to increase their Weapon Skill by 509. How many renown points would a Slayer have to spend at the expense of other stats to get the same result? Did you give the Slayer anything equally powerful to balance it out?
These are just a few examples of the criteria the balance team should actually be operating with.
The 2/2/2 setup is excessively strong, yet you continue to buff it. For instance, a skill like Guard shouldn't be active permanently. After all, you don't allow DPS players to boost someone else's damage by 100%—let alone permanently—to compensate for this mechanic, yet you keep making Guard stronger. Detaunt should have broken not only upon attacking but also upon self-healing a long time ago. Alternatively, give DPS classes a skill to cleanse it off themselves. This is exactly what would separate pure DPS from DPS-healers and DPS-tanks.
As for the recent changes, a lot has already been said on the forums.
The WE adjustments are completely justified, but the SR cooldown should be 5 seconds to bring it in line with IR. WB should keep its 1-minute timer, but the proc counter must be consumed whenever a parry or block occurs. Pounce needs to be removed entirely, as lacking this ability fits the high-risk/high-reward archetype much better. BUT, please, do not touch the damage output of these classes. They are essentially the glassiest classes in the entire game because they are forced into melee range while wearing light armor. Therefore, they should hit harder than anyone else, which is absolutely not the case right now.
And yes, I am completely open to constructive criticism regarding my statements. Just please, let's skip the "this is all garbage, you're wrong" responses that offer zero arguments.
Apologies if some things aren't phrased perfectly, English is not my native language.
Another opinion from another player that, once again, NO ONE will listen to.
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Re: Another opinion from another player that, once again, NO ONE will listen to.
If ever there was a need for tldr.
Re: Another opinion from another player that, once again, NO ONE will listen to.
Fantastic opening post. I wish players like you were involved more in balances discussions before they go into pts.
Respect to the devs but it really feels that it's their way or no way. Heaven forbid a certain SH gets a nerf...
New players coming in are forced into the blob vs blob gameplay which is killing the server and offers so little. Several people have joined and experienced the slaughter of premades welcoming them, it's not great.
I have been here since the beginning under different accounts, rarely post but things are getting bad and I miss the population being over 1000.
Respect to the devs but it really feels that it's their way or no way. Heaven forbid a certain SH gets a nerf...
New players coming in are forced into the blob vs blob gameplay which is killing the server and offers so little. Several people have joined and experienced the slaughter of premades welcoming them, it's not great.
I have been here since the beginning under different accounts, rarely post but things are getting bad and I miss the population being over 1000.
My WH videos - viewtopic.php?f=53&t=42669
Re: Another opinion from another player that, once again, NO ONE will listen to.
You couldn't be more wrongWith a high degree of confidence
All class/spec are viable as long as you dedicate your time to making it work.
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Shogun4138
- Posts: 321
Re: Another opinion from another player that, once again, NO ONE will listen to.
Great post with some great points.
Unfortunately they have said its about the 6 man and up. The recent patch was not to be debated but this is what you get and you will eat it.
It is unfortunate the majority of Devs do play order and thus they can listen to the complaints from a singular perspective. Forums tend to be Order dominated.
The squeaky wheel gets the grease.
As far as the blob play, its getting old to see. It is warcamp to warcamp fighting. Hiding numbers in PVE until keep defenses so they can farm a side as a blob. Many people have offered great ideas as to how to fix this but the Devs have a vision of a game that just isn't going to happen. Suggestions are mute to them and they solely regard themselves as the Elite of knowledge. But when both sides wait to PVE door should instantly inform common sense that maybe, just maybe we are doing something wrong.
Now they are forcing scenario play for new emblems to be able to afford weapons. This will start out as premades farming pugs as usual and leave a bad taste in everyone's mouth. This didn't work in the past and just lent people to not play SC's and then the premades complain there is no one to farm so they can get their weapons.
I'm sure I'm wrong on lots of angles here but its just an opinion. I only play Destro so I am biased. Incentive of realm hopping is bleh and leaves zero pride. The devs have developed a game that is in need of realm hoppers to keep a one sided blob going. They may love blobbing and destroying small numbers but the repetion of it leaves something to be desired.
So.. Forced multiple dungeon runs for every character.
Forced Scenarios
Forced blob play.
No idea's from player base.
Unfortunately they have said its about the 6 man and up. The recent patch was not to be debated but this is what you get and you will eat it.
It is unfortunate the majority of Devs do play order and thus they can listen to the complaints from a singular perspective. Forums tend to be Order dominated.
The squeaky wheel gets the grease.
As far as the blob play, its getting old to see. It is warcamp to warcamp fighting. Hiding numbers in PVE until keep defenses so they can farm a side as a blob. Many people have offered great ideas as to how to fix this but the Devs have a vision of a game that just isn't going to happen. Suggestions are mute to them and they solely regard themselves as the Elite of knowledge. But when both sides wait to PVE door should instantly inform common sense that maybe, just maybe we are doing something wrong.
Now they are forcing scenario play for new emblems to be able to afford weapons. This will start out as premades farming pugs as usual and leave a bad taste in everyone's mouth. This didn't work in the past and just lent people to not play SC's and then the premades complain there is no one to farm so they can get their weapons.
I'm sure I'm wrong on lots of angles here but its just an opinion. I only play Destro so I am biased. Incentive of realm hopping is bleh and leaves zero pride. The devs have developed a game that is in need of realm hoppers to keep a one sided blob going. They may love blobbing and destroying small numbers but the repetion of it leaves something to be desired.
So.. Forced multiple dungeon runs for every character.
Forced Scenarios
Forced blob play.
No idea's from player base.
Gogo - WE
Propaine - Chosen
Fingablasta- Rsh
Propaine - Chosen
Fingablasta- Rsh
Re: Another opinion from another player that, once again, NO ONE will listen to.
"As for the veteran players… Those who are genuinely skilled cannot showcase their mastery because they are told: "This game is for groups, you are not needed here, so leave."
It's a solo balance thread
Bigun - 86 Black Orc
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
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- Florian90210
- Posts: 248
Re: Another opinion from another player that, once again, NO ONE will listen to.
So the only fool was Gravord who nerfed his main class? That's why he got booted, he didn't follow ruling party laws. 
Re: Another opinion from another player that, once again, NO ONE will listen to.
Wow, another solo whine thread, how many is that now?
Also when have they made guard or 2/2/2 stronger? Only real change is the QoL of only needing one ability press to switch, and parties are... well parties nothings really changed. Also nothing stopping you running like 1/3/2, I'd wager a lot of twilights tide event parties over the years used that in scens and ovr cause it gets more kills faster with 3 rdps blowing things up while they're punted.
As some1 who liked ranked, I wouldn't call it boring, the fights are long for sure, but that doesn't make really it boring, it makes it exhausting to play well. Plus low playerbase so no real matchmaking. And ofc rando pugs who don't know anything other than zugzug me go face aren't gonna enjoy that lvl of play and need for proper comms, so they'll just get clapped if they try it and never touch that style of play ever again, so I get why ppl don't like it.mpa3b wrote: Sun Jul 26, 2026 12:11 pm To anyone who is about to argue with me right now that 6v6 is the most interesting part of the game, I’ll tell you that you are being hypocritical, and I will remind you of the fate of ranked scenarios. 6v6 gameplay is boring because no one can ever kill anyone.
Well "good" news for you, go look at the new itemisation rules and they also did finally say they are gonna look at renown, probably not gonna be quite 1:1 to itemisation I'd guess, but closer than current for sure, same for avoidances. But don't come complaining when you blow up easier because you will be taking more damage. Also second armor tali nerf is coming as well what was once 180 went to 136 and now it's gonna be 96.mpa3b wrote: Sun Jul 26, 2026 12:11 pm Let me give you the clearest example: Opportunist costs 45 renown points and grants a 14% crit chance, while Futile Strikes costs 45 renown points and provides a 24% crit reduction. A player who wants to build for offense is losing out by a 10% chance for the exact same cost.
I mean they have Rampage. Yea it doesn't behave like the oldold rampage which was broken, because of always get half avoidance changes, but it's still a ton of strikethrough. Also a class gets an armour debuff, what's the big deal, Mara/WL have armour debuffs, BG/IB also. I don't get why complain about that at all.mpa3b wrote: Sun Jul 26, 2026 12:11 pm For instance, WP and DoK received an armor debuff. Just try to view a 1,600 armor reduction as an effective boost to Weapon Skill, and you will realize that WP and DoK essentially gained the ability to increase their Weapon Skill by 509. How many renown points would a Slayer have to spend at the expense of other stats to get the same result? Did you give the Slayer anything equally powerful to balance it out?
The entire game is built around 2/2/2 and guard mechanic. Any major change to guard would be very radical and would need re-balancing of a lot of things, which is just not happening. Like I'm sure you do know how fast ppl die without a guard, even though this is solo whine post, solo ain't the only game mode that exists.mpa3b wrote: Sun Jul 26, 2026 12:11 pm The 2/2/2 setup is excessively strong, yet you continue to buff it. For instance, a skill like Guard shouldn't be active permanently. After all, you don't allow DPS players to boost someone else's damage by 100%—let alone permanently—to compensate for this mechanic, yet you keep making Guard stronger
Also when have they made guard or 2/2/2 stronger? Only real change is the QoL of only needing one ability press to switch, and parties are... well parties nothings really changed. Also nothing stopping you running like 1/3/2, I'd wager a lot of twilights tide event parties over the years used that in scens and ovr cause it gets more kills faster with 3 rdps blowing things up while they're punted.
Alteredheal 85 DOK
Azerrad 80 Sorc
Lumoojatar 71 AM
Azerrad 80 Sorc
Lumoojatar 71 AM
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Re: Another opinion from another player that, once again, NO ONE will listen to.
Will add about Teefz, dude is incompitent dev. actually nerfed the build he play, how could he? must be expereince issue 
Re: Another opinion from another player that, once again, NO ONE will listen to.
: Opportunist costs 45 renown points and grants a 14% crit chance, while Futile Strikes costs 45 renown points and provides a 24% crit reduction. A player who wants to build for offense is losing out by a 10% chance for the exact same cost. There are tons of such examples—some inherited from the live game, some added here.
great point
great point
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