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Author Topic: Item Balance  (Read 132 times)

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Re: Item Balance
« on: February 08, 2019, 04:32:32 pm »
Reducing availability of tank stats to non-tank classes is another aspect of item design that I think is important to address and is pretty closely related to the issue of balancing items relative to one another with factors like class role held constant. Having gear for distinct purposes available to distinct classes naturally requires that more gear overall must be added to the game. I think this makes it even more important to develop tools that help item designers create items within acceptable stat ranges: if more gear is created by feel rather than by formula there are more opportunities to mistakenly create something unacceptably over- or under-powered.
« Last Edit: February 08, 2019, 04:52:26 pm by Dolmir »


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