Another opinion from another player that, once again, NO ONE will listen to.
Posted: Sun Jul 26, 2026 12:11 pm
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.
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.