Skyforge Rebalances Classes in War’s Onset Update

Skyforge’s War’s Onset update will be launching in only 2 days, and though it features a major new addition in the form of Pantheon Wars, the update also focuses on class rebalancing! The whole point of Skyforge is with an equal demand for classes in all activities in mind, and the open beta showed that this is not the case just yet. But that’s all about to change in War’s Onset.

 

The Popular Classes

The most prominent thing the developers behind the MMORPG noticed was the obvious demand and popularity of specific classes over others. In PvE knights are far more preferred to fill the Tank role, while Kinetics or Berserkers more frequently fill in the Damage slots.

Skyforge 2

For instance, the Kinetic is a really class in the game. But why is that exactly? It’s really straightforward actually; it’s simple and effective. A kinetic inflicts damage like no other while also providing useful support capabilities. They inflict their damage within a short window (burst damage), which makes them the ideal class for enhancements such as Injection, Blessing of Light, Energy Shower, etc. Currently no other classes can do such massive damage in such a short amount of time, but there’ll be changes introduced to bring the classes closer together based on secondary stats and burst damage.

Bursts are being added to classes that didn’t have them before, and the amount of burst damage for classes who were very strong has been reduced. This doesn’t affect the Damage-Per-Second (DPS) though! A dependence on certain secondary stats has been added, as well as additional stats to the skills and talents of each class.

All of this will go accompanied by new mechanics to classes and the balancing of parameters, which makes some stats much more effective than they are in their current state.

 

Support Classes

The classes who will be undergoing the most drastic changes are the Alchemist and Lightbinder. Some of their abilities will keep their efficiency as they do now, while others will become (slightly) more effective. The mechanics for the classes’ auras will be changes. Luck, Strength, Spirit, and Calor on allies will be increased by a certain percentage of the Alchemist or Lightbinder’s Spirit now, making them all the more useful in a group. Let’s go over the specific changes to each class!

 

Skyforge Alchemist

Alchemist

  • Stimulant Injection: Might will be added as usual while Luck, Strength, Spirit and Valor will increase by a certain percentage depending on the Alchemist’s Spirit and Luck.
  • An additional weapon will reduce the recovery time of Alchemic Terminal depending on the percentage of the Discharge Recovery stat (depending on the quality of the weapon).
  • A Main weapon with bonuses to Stimulant Injection will reduce its recovery time by several seconds (depending on the weapons quality) upon each Impulse Charge activation. Charges with the Double Discharge symbol will also be counted.
  • The Biotrap ability will increase damage by a certain percentage for every “several percent” of the Alchemist’s Critical Hit Chance stats.
  • The Accelerated Synthesis talent will restore more Catalyst by a certain percentage amid regular hits of Acidic Solution and by a higher percentage amid critical hits.
  • The Series of Experiments talent will enable the use of the following two abilities for free with a chance equal to the Alchemist’s Critical Hit Chance stats.

 

Skyforge Lightbender

Lightbinder

  • Flood of Light: Luck, Strength, Spirit and Valor will increase by a certain percentage of the Lightbinder’s Spirit and Valor for every level of the effect.
  • The Warden’s Gift talent will reduce Sacred Barrier recovery time in accordance with Discharge Recovery stat.
  • Rain of Fire talent: Now every “several percent” of the Discharge Recovery stat will reduce the charge recovery time of Unstable Shield by 1 second.
  • The Blessing of the Sun ability will increase damage by a certain percentage and increase with the Temper stat.
  • The Incarnation of Light ability will increase damage by a certain percentage, increase further based on the Lightbinder’s Temper, and reduce damage received based on Temper as well.

 

Though not extremely detailed, this sneak-peek provides all of us with a nice overview of what to expect from the changes in this patch and the continued balancing patches moving forward. Balancing isn’t possible without feedback from the community, so make sure you provide yours!

 

Our Thoughts

Skyforge’s biggest strength is sometimes also its biggest problem. Constantly being able to switch between classes is great in theory, but usually you stick with what you’ve grown comfortable with, and that’s unfortunate as most stick with the 3 classes you start with then. Making other classes more appealing via some balancing is the first step into making Skyforge’s gameplay more versatile!

 

Source: Skyforge Official Website

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