VAELMARK Play free

VAELMARK-TEST Balance test · Round 1 · client 0.5.35

Balance test plan

A shared plan for the two test clans, so every fight on the test server answers a real question about the new class balance. Same gear on both sides, the same scenarios, and one short report format.

Red team · Ashkar Blue team · Aurelian

Ground rules

Use the clan accountsMeasured fights use the ready-made Lv50 accounts only, so gear is identical. Character names end with the spec: Ber, Grd, Lnc, Fir, Frs, Lit, Arc, Asn, Bls.
Same kit for everyone+7 Revenant plate, +7 T6 weapon, +7 accessories, 5,000 HP and MP potions. Leather and cloth sets, unique and T6 weapons are in the vault for swap tests.
Write down the timeNote the UTC time and character names of every scenario. The server logs every PvP hit, so we can pull exact damage numbers for that window.
Nothing carries overProgress, items and gold on VAELMARK-TEST never reach the live worlds. Fight freely; the test server is wiped when the test ends.

What changed, and what to check

Only fights against other players are affected unless noted. Numbers are the values currently on the test server and can still move after this round.

SpecChange on testQuestion this round must answer
BerserkerWarrior+35% PvP damage, takes +15% PvP damageDoes it trade fairly in 1v1, or melt before it reaches anyone in group fights?
GuardianWarriorDefense and magic resist +25%, PvP damage −10%. Intervene takes 25% of an ally's damage and pays 1 NP per 1,500 damage taken (max 50 NP a day)Is a Guardian worth killing, or can the enemy simply ignore it? Does Intervene keep a protected ally alive noticeably longer?
LancerWarriorNo changeControl group. Use Lancer results to judge whether the others moved too far.
FireMageNo damage change. Burn from an enemy player halves the healing its target receivesIs the anti-heal strong enough to break a lone healer, or too strong against two?
Frost · LightningMagePvP damage −7%Still a real threat in 1v1 and in groups?
ArcheryRoguePvP damage −15%Can it still pressure from range, or is it now a weak pick?
AssassinRogueTakes +25% PvP damage. Vanish now works in combat, but gives no opening bonus if you were hit in the last 5 s. Town Watchers see through VanishIs Assassin still the best duelist? Can it escape and re-engage too easily?
BlessingTemplarAs the party's only healer: +10% HP, +25% defense, +15% magic resist. Party healing in PvP: −30% with 2 healers, −60% with 3 or moreIs one healer per party viable and fun? Does stacking healers still pay off?
EveryoneHP potion cooldown in PvP: 15 s. Out-of-combat regen: 0.5% max HP per secondDo fights end instead of turning into potion wars?

Scenarios

Run them in order if you can; the IDs are what you put in your report. Each one needs players from both clans, so results are not one-sided.

Phase A · Duels (1v1)

A1

Priority duels, 3 fights each, open field away from guards, both start at full HP: Berserker vs Assassin, Berserker vs Frost, Guardian vs Berserker, Assassin vs Archery, Assassin vs Blessing, Archery vs Lightning, Fire vs Blessing.

Report winner, time to kill and HP left for each fight.

A2

Lancer gauntlet. One Lancer duels every other spec once.

Gives us a fixed reference point for all other results.

A3

Potions on vs off. Repeat two A1 duels with potions allowed (15 s cooldown).

Does the result change, and do fights still end?

Phase B · Small groups (3v3 to 5v5)

B1

Healer count. Same group, three rounds: one Blessing per side; then one side brings two; then one side brings three.

Does the lone-healer side hold up? Is a second healer still worth a slot?

B2

Intervene. A Guardian protects a mage while the other side focuses that mage. Repeat without Intervene.

How much longer does the mage live? Does the Guardian survive the shared damage?

B3

Burn vs heal. One Fire mage keeps burn on the enemy Blessing and its main target.

Can the healer keep up, and does it feel fair from both sides?

B4

Assassin dive. An Assassin tries to pick off a healer, vanishes, and re-engages.

Is the escape too safe, or is the 5 s rule enough?

Phase C · Large fights (8v8 to 10v10)

C1

Free pick, three rounds. Each clan brings its best composition.

Which specs decided the fight? Which felt useless?

C2

Healer limits. Round 1: at most one healer per party. Round 2: two per party.

Compare length of fights and number of deaths.

C3

Heavy armor push. A plate Warrior with a healer walks through the enemy line. Run it twice: against physical attackers only (Warriors, Archers, Assassins), then against mages only.

How long does the Warrior survive each time? This checks the claim that armor is the real problem.

C4

Armor swap. Repeat one C1 round with the Warriors in leather from the vault.

Does armor type change who wins?

Phase D · Single checks

D1

Vanish near Town Watchers. Vanish inside a guarded area and walk past a Watcher.

The Watcher should see and attack you.

D2

Intervene NP. Check your NP before and after a B2 round.

Roughly 1 NP per 1,500 damage taken for the ally.

Report format

One report per scenario, posted in the #meeting channel on Discord. Short is fine; the time and names matter most.

Copy and fill in
Scenario: A1 (Berserker vs Assassin)
Time (UTC): 18:40 – 18:52
Team / characters: Red – Red07Ber, Red07Asn
Opponents: Blu12Asn, Blu12Ber
Result: 2–1 for Assassin, kills took about 9 s, 11 s, 14 s
HP left on the winner: about 40%
Felt: Berserker too weak / fair / too strong – one line why
Odd numbers or bugs: what happened (clip link if you have one)

The values above only show the format. If you are not sure about a number, write "about" and the time window; we read the exact values from the server's battle log.

After this round