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Guide

Which Classes Were Nerfed in Blue Protocol?

Jul 9, 2026
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The class adjustments in Blue Protocol are not the kind of changes that suddenly make a certain class extremely weak all at once; instead, they are more about continuous tuning and balance corrections. When many players ask “which classes were nerfed,” what they really want to know is which classes had their damage reduced in a certain version, had their skill rotations lengthened, or lost some of their originally overpowered combat advantages. The classes most often affected are usually those with excessively high damage, too much mobility, or too much room for error in dungeons. Breaking these changes down makes it easier to understand why the developers made the adjustments, and it also shows that class balance is not aimed at a single character, but at making every role in the party feel more meaningful while preventing certain classes from occupying an overly dominant position for too long.

 Which Classes Were Nerfed in Blue Protocol

 

High-burst melee damage classes are the most likely to be adjusted downward

These classes can deal very high damage in a short period of time, so the developers often start balance changes with them.

l If a melee class has damage that is too concentrated in its combo chain, or if its burst window is too short, the developers may lower its practical ceiling by reducing multipliers or increasing cooldowns.

l These classes often perform very well in dungeons, and once their damage efficiency clearly exceeds that of other classes, they easily become the focus of balance adjustments.

Players usually notice changes to these classes the most, because they directly affect dungeon DPS, skill chaining rhythm, and overall combat feel, and even a small adjustment can make the change in strength very obvious.

 

Ranged sustained damage classes are also frequently adjusted

If a ranged class is safe, stable, and highly damaging at the same time, it can easily become a target for developer adjustments. Some damage classes may have their skill frequency or single-hit damage reduced because their positioning is too comfortable and their output is too smooth. The goal is not to remove the class’s identity, but to make combat require more movement and rhythm, so nerfs to ranged classes often directly affect their feel and skill rotation, and players can clearly sense that their damage pace has been interrupted in actual combat.

 

Highly mobile classes are often limited when their advantages become too strong

If a class can quickly close in on enemies, easily escape danger, and still maintain solid damage, the developers are very likely to make balance corrections to it.

l Common adjustment directions for these classes include reduced mobility benefits, increased resource consumption, or slower skill chaining, so they no longer have both extremely high damage and extremely strong survivability at the same time.

l The purpose of this is to prevent certain classes from being able to both chase and retreat too easily in dungeons, which would make combat feel too effortless and make it difficult for other classes to show their value.

The stronger the mobility of a class, the more likely it is to have its upper limit reduced in balance changes. Once a class can simultaneously handle damage, survivability, and pursuit, the entire combat environment can become too one-dimensional, and the presence of other classes will be weakened as a result.

 Which Classes Were Nerfed in Blue Protocol1

 

Support and control classes are more often adjusted through mechanics tuning

Support classes are not always directly nerfed in terms of damage, but their crowd control duration, buff coverage, and skill efficiency are often adjusted.

l If a support class’s buffs are too consistent or its control effects are too complete, the developers may shorten the duration or make the skill release feel more rhythm-based.

l These changes may not look as obvious, but they have a major impact on the team, because they directly change the division of labor between support and damage roles.

Nerfs to support classes are usually more subtle, but their impact on the team environment is still significant. This is especially true in high-difficulty dungeons and fixed party setups, where these mechanical changes often directly affect the entire team’s damage rotation and coordination style.

 

Blue Protocol does not simply nerf one specific class; instead, it balances the game through four directions: numbers, cooldowns, resources, and mechanics. If players want to judge whether a class has been nerfed, they should not look at a single change alone, but instead consider skill multipliers, rotation feel, team role, and dungeon performance together. Once understood this way, it becomes clear that the purpose of class adjustments is not to make a class lose its value, but to ensure that different classes each have their own place in a party, while also making the gameplay environment more stable, party composition more varied, and long-term play more fresh.

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