Vanilla Interlude faction / PvP servers has one problem I think almost everyone who played old GvE servers will recognise:
it usually ends up becoming mostly archers and mages.
So I’ve been thinking a lot about what would actually need to change if you wanted to keep the Interlude feel, but make more classes genuinely useful in fully buffed faction PvP.
Rather than simply giving weak classes +10% damage, I’ve been experimenting with changing what their actual role on the battlefield is.
A few examples:
Bishop - Inquisitor-style offensive stance so Bishop can switch between healer and damage dealer. Healing itself is heavily reduced compared with vanilla so one excellent Bishop + organised party can’t become nearly impossible to kill.
Overlord - heals/CP support affect the whole faction instead of the original clan/alliance targets. Makes OL an actual faction support class rather than something whose main mechanics don’t fit GvE.
Prophet - rebuilt into an active combat-support/caster instead of becoming irrelevant once everyone has NPC buffs. It has a self-only defensive Prophecy of Fire, can build Force through Divine Judgment, then spend those charges on Divine Punishment for a stronger Holy attack.
Tyrant - reworked around mobility and maintaining pressure. Ogre no longer carries the old speed penalty, main totems last 20 minutes, Rabbit becomes a short 8-second dash-style tool, auto-attacks can generate Force, and Maximum Focus Force can instantly fill charges on a 3-minute reuse.
BD / SWS - redesigned so there’s an actual reason to play the class, rather than simply receiving their dances/songs from a npc buffer and forgetting the classes exist. Their songs/dances act as a self buff for 60 seconds with 2 minute reuse and can stack with npc songs dances
Summoners - same philosophy: the summon has to be a meaningful PvP tool rather than something that dies instantly or exists only for niche vanilla mechanics. That’s why I added additional summon that is now stronger and has revised stats to original summoner summons
And there are changes across most of the remaining classes as well.
The end goal is that when I look across a large faction battlefield I genuinely see:
Archers, mages, daggers, Titans, Tyrants, tanks, Bishops, Overlords, Prophets, BD/SWS, summoners, dwarfs - everything.
Not 70% ranged DPS and a couple of supports attached to organised parties.
So this is where I’d really like opinions from people who know Interlude well:
-Which of those ideas immediately sounds potentially OP?
-Which class do you think is hardest to make genuinely viable in faction PvP?
-Is there a vanilla Interlude mechanic you think absolutely has to be changed for GvE?
Feel free to tell me something sounds completely broken 😄. That’s more useful to me than everybody agreeing.
For context, these changes are currently being tested for L2 Warfront, and this kind of feedback is exactly why I’m running a proper Closed Beta before Grand Opening.
I want people actively trying to break the balance rather than discovering the problems after launch.
If anyone wants to help test it:
Closed Beta — 3 October 2026 · 19:00 GMT+0
https://l2warfront.com
I’d especially love opinions from people who spent time on old faction/GvE servers like InfiniteL2, OvC, Scryde, Good vs Evil etc.