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[Help] Balance Classes
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By adm.l2pvpbrasil · Posted
Unfortunately, I already tried using it a while ago and it didn't work; besides, it said "gira" and the other person heard it in Godart; and it doesn't have a source. -
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By L2Warfront · Posted
31 Interlude Classes Reworked - Interested in Your Opinions One of the biggest challenges while developing L2 WARFRONT has been class balance. Interlude was never designed around continuous, fully buffed faction battles where players return to combat within seconds. Mechanics that work reasonably well in traditional PvP can behave very differently when entire groups are fighting over objectives. Over the past months, we've worked on all 31 playable classes, trying to give each a meaningful battlefield role without removing what makes them recognisable as Interlude classes. Some examples of what we've been experimenting with: Tanks: Chain Strike, Frontline Bulwark and adjustments aimed at making them more valuable in frontline combat. Titan: Frenzy, Zealot and Guts dynamically scale with current HP rather than simply being locked behind an activation threshold. Daggers: Shadow Step, Hide and other changes to mobility and close-range gameplay. Healers: Adjusted healing effectiveness and an offensive Inquisitor option, with the aim of preventing organised parties from becoming almost impossible to kill. Support classes: Additional combat and party-support mechanics to encourage more class diversity. The goal is not to make every class equally strong in a 1v1. A tank, a dagger, a nuker and a healer should have very different strengths. We're not claiming we've achieved perfect balance. We completed a Closed Beta with around 110 participants, collected feedback and have continued making adjustments. We've also published a breakdown of the changes to all 31 classes: https://l2warfront.com/guides/interlude-class-balance/ I'd genuinely be interested in hearing from experienced Interlude players: Which classes do you think are most overlooked in large-scale PvP? Are there any mechanics you believe become particularly problematic in continuous faction warfare? Criticism is welcome. Even when we disagree on a particular approach, a good discussion can help us make better decisions. L2 WARFRONT — Grand Opening: 30 October 2026.
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Question
L2KingWorld
helo erotisi gia Balance Classes
# ------------------------------------------
# L2J KingWorld Balance Classes Options
# ------------------------------------------
#
# ------------------------------------------
# Balance Classes L2J KingWorld
# ------------------------------------------
# Attention! Users.
# If uses values <= 0.9 Damage --".
# If uses values => 1.1 Damage ++".
#
# Ex: value = 0.5, -50 % of damage.
# Ex: value = 1.0, damage normally.
# Ex: value = 1.5, +50% of damage.
#
# Enable Balance Classes?
# Default = False
EnableBalanceClasses = False
# Damage Fights Initial
PDamageFightInitial = 1.0
MDamageFightInitial = 1.0
# Damage Knight and Warrior
PDamageKnight = 1.0
MDamageKnight = 1.0
# Damage Rogue, Scout, Assassin
PDamageRogue = 1.0
MDamageRogue = 1.0
# Damage Mage Initial
PDamageMageInitial = 1.0
MDamageMageInitial = 1.0
# Damage Wizard and Shaman
PDamageWizard = 1.0
MDamageWizard = 1.0
# Damage Dagger
PDamageDagger = 1.0
MDamageDagger = 1.0
# Damage Archer
PDamageArcher = 1.0
MDamageArcher = 1.0
# Damage Tanker
PDamageTanker = 1.0
MDamageTanker = 1.0
# Damage Gladiator and Blade Dancer
PDamageDual = 1.0
MDamageDual = 1.0
# Damage Warlord
PDamagePole = 1.0
MDamagePole = 1.0
# Damage Mages
PDamageMage = 1.0
MDamageMage = 1.0
# Damage Orc Monk
PDamageOrcMonk = 1.0
MDamageOrcMonk = 1.0
# Damage Orc Raider
PDamageOrcRaider = 1.0
MDamageOrcRaider = 1.0
# Damage Dwarf
PDamageDwarf = 1.0
MDamageDwarf = 1.0
# -----------------------------------------
# Multiples Damages for Pets and Mobs
# -----------------------------------------
# Damage Multipliers for pets and summons.
AltPDamagePets = 1.0
AltMDamagePets = 1.0
# Damage Multipliers for NPCs (mobs).
AltPDamageNpc = 1.0
AltMDamageNpc = 1.0
# -----------------------------------
# Characters Limits
# -----------------------------------
# Maximum character running speed.
# Retail: 500
MaxRunSpeed = 500
# Maximum Evasion
MaxEvasion = 200
# Maximum character Magic Critical Rate. (10 = 1%)
# Config more next to the Retail 'MaxMCritRate = 60'
MaxMCritRate = 60
# Modify the Maximum Critical Cap.
# (Official Critical Cap is 500)
# (Every 100 Critical = 10% Critical, so 500 Critical Cap = 50% Critical)
MaxCritical = 500
# By defining a value below other than zero (0)
# you are putting a cap on the Maximum P.Attack Speed AND/OR M.Attack Speed.
# (official = 1800 and 2500) Not Use (=0)
MaxPAtkSpeed= 1800
MaxMAtkSpeed= 2500
# ------------------------------------
# Dagger Skills Options
# ------------------------------------
# Alternative damage for dagger skills.
# If uses values = 1.00, damage normally.
# If uses values = 1.50, damage -50%.
# If uses values = 2.00, damage -100%.
DaggerReduceDmgVSRobe = 1.00
DaggerRecudeDmgVSLight = 1.00
DaggerRecuceDmgVSHeavy = 1.00
# This gives the Administrator/Owner the option to modify the blow success in percent by a dagger.
# THIS CAN CAUSE HUGE DISBALANCE IN THE GAME PLAY, USE AT YOUR OWN RISK!
# Based on L2JKingWorld Blow Engine
FrontBlow = 50
BackBlow = 70
SideBlow = 60
# -----------------------------
# Mage Options
# -----------------------------
#Retail for Crit. Magic Hits Damage * 4.0.
MultipleMCrit = 4.0
# -----------------------------
# Extra Options
# -----------------------------
#Increase or decrease running speed of characters.
#10 adds 10 running speed, -10 removes 10.
CustomRunSpeed = 0
ti sto kalo prepi na kano edo ???
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