Crowfall explains its fun-first class balancing philosophy

    
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Earlier this week, ArtCraft posted up its monthly ACE Q&A for Crowfall, and there are some juicy nuggets to behold within! Design Lead Thomas Blair and Senior Game Designer Mark Halash begin by dishing on class design, basically explaining that the studio’s philosophy is to make the classes as cool as possible and then smack them with balance based on what players min-max, all to avoid a “vanilla” experience.

“Obviously we’re going to use best practices and not make anything that’s going to be too terribly broken,” Halash says. “But we’re also not going to be like, ‘Well we’re not going to let you do A and B’ – we’re going to see if A and B are broken first before we take any sort of [action].”

The duo also talk about nerfs for overpowered teleports, combat iteration, race-and-class restrictions, and connected accounts (spoilers: That’s not multiple accounts; it’s just social media account linking). The whole shebang is below.

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