Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
How should PVP class design be balanced?
ArchivedUser
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Either intrepid decides to follow a specific ramification for class balance or this game will become a class stacking masterpiece at the highest level. No matter how unique all classes are, getting raided by 40 high dmg and immortal tank/tank players is not fun, and people will do this if class balance is not achived.
So, how would you like intrepid to balance the game? How should they balance the game in regards to PVP?
So, how would you like intrepid to balance the game? How should they balance the game in regards to PVP?
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All classes are balanced for PvX.
But since i could only vote for 1 i took 10 vs 10.
for instance, you could bolster ur weaknesses to melee by equipping more plate or enchanting gear to be more resilient maybe?:D
as long as its not an impossibilty to win because of a bad matchup
thats my take on it tho;3
The game should be balanced first around risk/reward ratio to guarantee balance of invidiual skills and builds,
Second, around add rock-paper-scissors to make sure that every class has a weakness.
Third, balance those for arenas around the size of 5v5-10v10 to get valid class combination balance.