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.
Ground rules
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.
| Spec | Change on test | Question this round must answer |
|---|---|---|
| BerserkerWarrior | +35% PvP damage, takes +15% PvP damage | Does it trade fairly in 1v1, or melt before it reaches anyone in group fights? |
| GuardianWarrior | Defense 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? |
| LancerWarrior | No change | Control group. Use Lancer results to judge whether the others moved too far. |
| FireMage | No damage change. Burn from an enemy player halves the healing its target receives | Is the anti-heal strong enough to break a lone healer, or too strong against two? |
| Frost · LightningMage | PvP damage −7% | Still a real threat in 1v1 and in groups? |
| ArcheryRogue | PvP damage −15% | Can it still pressure from range, or is it now a weak pick? |
| AssassinRogue | Takes +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 Vanish | Is Assassin still the best duelist? Can it escape and re-engage too easily? |
| BlessingTemplar | As the party's only healer: +10% HP, +25% defense, +15% magic resist. Party healing in PvP: −30% with 2 healers, −60% with 3 or more | Is one healer per party viable and fun? Does stacking healers still pay off? |
| Everyone | HP potion cooldown in PvP: 15 s. Out-of-combat regen: 0.5% max HP per second | Do 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)
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.
Lancer gauntlet. One Lancer duels every other spec once.
Gives us a fixed reference point for all other results.
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)
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?
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?
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?
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)
Free pick, three rounds. Each clan brings its best composition.
Which specs decided the fight? Which felt useless?
Healer limits. Round 1: at most one healer per party. Round 2: two per party.
Compare length of fights and number of deaths.
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.
Armor swap. Repeat one C1 round with the Warriors in leather from the vault.
Does armor type change who wins?
Phase D · Single checks
Vanish near Town Watchers. Vanish inside a guarded area and walk past a Watcher.
The Watcher should see and attack you.
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.
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
- Clan leaders agree on session times in #meeting, so both clans can field the same group size.
- We compare your reports with the battle log, then post the numbers we plan to change before round 2.
- Ideas outside this plan (skill upgrades vs Mastery, new skills, professions) are welcome in #meeting. They go to a separate list and are not part of this round.