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Fellow Genesis Enthusiasts, Balance is a tricky thing in any game as complicated and organically developed as Genesis. We can never achieve perfection, but we continue to strive for as good a sense of overall parity between options in the game as we are able to achieve. Another thing we strive for in Genesis is collaboration between players. Content which prompts team-based cooperation creates a rich environment for many reasons, compared to solo-grind hour after hour. Both of these aspects of design are present in the battle mechanic typically referred to as tank-rotation. The tank (person taking hits for the team) is determined by your opponent, rather than by you, unless you have special tank-rotation abilities. Such abilities are not available in normal combat unless you belong to a guild that features them. Traditionally, the only two guilds in Genesis which did were the Calians and the Knights, each the opposide side of one coin (Knights could become the tank, Calians could select someone other than themselves to become the tank.) This two-guild monopoly on tank-rotation existed in Genesis for around twenty years. In recent years, tank-rotation abilities have begun to pop up in new ways in new guilds. Thus, the ability has spread beyond the original and highly limited Knight/Calian construct. Arman and I recently began looking at this, at the prompting of the wizard Nerull. Nerull's concern was that tank-rotation appeared to be very much unavailable to purely evil guilds in Genesis. This was part of the design originally, but as more and more guilds have made the picture more complex, it was time to re-assess. Exploring the issue, we've determined that it is now time to level that playing field. We have decided that, thematically, the most team-oriented evil guild in Genesis has traditionally been the Army of Angmar (i.e. their "shield" cover ability is specifically meant to benefit team members.) As such, we are expanding the AA team-oriented concept, and giving them a tank-rotation skill that will function much like the Calian move-behind. We believe that offering this team-interaction ability to the evil factions of Genesis will provide greater balance and greater team-based collaboration overall - both of which stand to benefit the game's future. Also, quite importantly, we have created a rule that states that tank-rotation abilities will be considered exclusive, throughout Genesis, to occupational guild membership. Thus, the layman branch of the AA (or any other) guild will not be permitted to have such abilities. Thanks goes to Carnak, who took on the implementation of this project based on the ideas devised by Arman and myself. His quick code-work is, as always, a blessing! In posting this note, my desire is to provide everyone with a complete understanding of the process, the rationale, and the interests at stake. We all know what happens when wizards just do things and leave it all up to the rumour mill! ;-) Onward, and upward! G.