Q1. Necromancer has taken several years to balance as a class, and may not yet be fully in line with the other four classes in terms of game balance. Was integrating necromancer harder or easier than you expected? How much more difficult was it integrating a fifth class into an existing game versus developing and balancing the other classes? How balanced do you see the remaining four classes? Since you are considering moving large chunks of those classes to druid when it comes out, do you see that creating new game balance issues, or rectifying older problems-or more probably-both?
I would say integrating necromancer was very different than I expected. The bulk
of the balance issues were, in my mind, worked out within the first six to nine
months. There have been constant tweaks since then, but not materially more than
for other classes.
The most surprising thing for me was the sheer power and balance issues associated with minions. They really do reduce death rate due to having a protective screen around you at all times, and they make gameplay surprisingly more interesting and complex.
In fact, minions were the core factor behind the initial power imbalance. Even with the changes we've made, minions are still very powerful, and in the long run this has been very good for the game. A lot of work went into the warrior class to improve it and make it more competitive, minions have been added to other classes, and druid will bring in even more minions. I see minions as a core gameplay feature going forward, and there's good reason to make them work well. Even thieves have something, in the form of shadow decoy, which provides that key escape aspect that saves so many necromancers. Giving warriors foot soldiers or something similar may also be a viable option in the future.
As for balancing the fifth class against the others, I think it's time someone said that the previous classes really weren't very balanced at all. The reason they seemed to be balanced is because anyone who cared had their lowest level above 20, and at that point most of the critical things you needed were unlocked anyway. The addition of necromancer didn't so much unbalance things, as provide a way to show existing imbalances.
I expect druid to do the same thing, though hopefully on a reduced scale. Now that I've had time to understand how necromancer affected things, I think I can more easily handle it when adding druid. It will also help tremendously that minions are so much better understood than they were prior to necromancer.
On the topic of moving existing spells and skills to new classes, of course we're going to be doing it - but I don't know that I would say current plans include 'large chunks' of those classes. Both mage and cleric have vastly more stuff in them than they need in terms of raw practice counts and number of available spells, and both classes could honestly use a bit of pruning. There are many things in those classes which really just don't make sense, which were added because they were useful mechanics or because we didn't have another place to put them. In my mind, it only makes sense that they should be put somewhere appropriate, once we have that appropriate place.
Cleric will definitely be the hardest hit, but at the same time, most of the stuff that is moving out of cleric really just isn't very important. Of the 15 cleric spells and skills on my list:
- Faerie fire and sense life are definitely the most highly used. They are both also low level, and most players should be able to get them within the first dozen druid levels if not sooner. Only faerie fire scales with level, but is still effective at low levels.
- Animal lore only has a lot of usage because it's used automatically when you look at creatures.
- The damage spells, earthquake, ice fog, entangling roots, and blizzard, are next in terms of usage. These really didn't belong in cleric in the first place, but we added them anyway because we didn't know any better at the time. Cleric was never intended to be a damage class, but I think it's clear that I'll need to replace these with something when they're moved.
- Sunstorm, famine, create food, sunlight, create water, and control weather are all that remain, and none of these are particularly important or useful in their current incarnation.
My overall point is that while other classes may be hit, there's good reason to do so, and I do intend to do either replacements or grandfathering where it's particularly critical. It's also important to remember that the quality of what's moved matters - at least half of the cleric set is niche or nearly useless, but as part of druid they may become very powerful indeed. Players with grandfathered spells may even find themselves in substantially better condition than before.
The most surprising thing for me was the sheer power and balance issues associated with minions. They really do reduce death rate due to having a protective screen around you at all times, and they make gameplay surprisingly more interesting and complex.
In fact, minions were the core factor behind the initial power imbalance. Even with the changes we've made, minions are still very powerful, and in the long run this has been very good for the game. A lot of work went into the warrior class to improve it and make it more competitive, minions have been added to other classes, and druid will bring in even more minions. I see minions as a core gameplay feature going forward, and there's good reason to make them work well. Even thieves have something, in the form of shadow decoy, which provides that key escape aspect that saves so many necromancers. Giving warriors foot soldiers or something similar may also be a viable option in the future.
As for balancing the fifth class against the others, I think it's time someone said that the previous classes really weren't very balanced at all. The reason they seemed to be balanced is because anyone who cared had their lowest level above 20, and at that point most of the critical things you needed were unlocked anyway. The addition of necromancer didn't so much unbalance things, as provide a way to show existing imbalances.
I expect druid to do the same thing, though hopefully on a reduced scale. Now that I've had time to understand how necromancer affected things, I think I can more easily handle it when adding druid. It will also help tremendously that minions are so much better understood than they were prior to necromancer.
On the topic of moving existing spells and skills to new classes, of course we're going to be doing it - but I don't know that I would say current plans include 'large chunks' of those classes. Both mage and cleric have vastly more stuff in them than they need in terms of raw practice counts and number of available spells, and both classes could honestly use a bit of pruning. There are many things in those classes which really just don't make sense, which were added because they were useful mechanics or because we didn't have another place to put them. In my mind, it only makes sense that they should be put somewhere appropriate, once we have that appropriate place.
Cleric will definitely be the hardest hit, but at the same time, most of the stuff that is moving out of cleric really just isn't very important. Of the 15 cleric spells and skills on my list:
- Faerie fire and sense life are definitely the most highly used. They are both also low level, and most players should be able to get them within the first dozen druid levels if not sooner. Only faerie fire scales with level, but is still effective at low levels.
- Animal lore only has a lot of usage because it's used automatically when you look at creatures.
- The damage spells, earthquake, ice fog, entangling roots, and blizzard, are next in terms of usage. These really didn't belong in cleric in the first place, but we added them anyway because we didn't know any better at the time. Cleric was never intended to be a damage class, but I think it's clear that I'll need to replace these with something when they're moved.
- Sunstorm, famine, create food, sunlight, create water, and control weather are all that remain, and none of these are particularly important or useful in their current incarnation.
My overall point is that while other classes may be hit, there's good reason to do so, and I do intend to do either replacements or grandfathering where it's particularly critical. It's also important to remember that the quality of what's moved matters - at least half of the cleric set is niche or nearly useless, but as part of druid they may become very powerful indeed. Players with grandfathered spells may even find themselves in substantially better condition than before.