The Twelvian Times
The World of Twelve Ankama Live - PvP PvM Split Written by Whirly's World

No Hard Separation Planned

The developers confirmed that there won’t be a full split between PvP and PvM content (such as separate servers or entirely different spell sets for each mode).

  •    The game’s economies are deeply intertwined: PvP players are some of the biggest item consumers, which keeps crafting and drops relevant for PvM players.
  •     If PvP and PvM were fully split, it would create items that are only useful in one mode, devaluing large parts of the market and causing confusion.
  •     Many players enjoy both modes, sometimes in the same session, and the devs don’t want to force players to “choose a side” permanently.
  •     Splitting would also fragment the community, which is already diverse and scattered across many playstyles.

Partial Adjustments Considered

Ankama have explored ideas like separate balancing for PvP and PvM, especially for spells that feel out-of-control in one mode but weak in the other. They talked about adjusting spell values or effects depending on whether you’re in PvP or PvM.

  •    Some players like the idea of more fine-tuned, mode-specific balance.
  •    Others find it too confusing or “unfair” if their class behaves differently depending on the content.
  •    They’re worried it could lead to overcomplication, making classes feel like they have two personalities instead of a clear identity.
  •    One potential solution is to use class sets or modular equipment bonuses as a more gentle way to tweak spells in PvP vs. PvM-rather than rewriting the entire class kit.

Economy & Community Interdependence

  •     PvP players constantly swap and upgrade gear to keep up with the evolving meta, which fuels demand for crafting materials and drops.
  •     PvM players generally keep the same gear for longer stretches, so PvP injects extra demand that keeps the economy alive.
  •     Splitting the modes would fragment demand, leading to a more stagnant market for certain items.
  •     PvP and PvM also share a community loop:
  •     PvM players supply resources and gear.
  •     PvP players buy them and keep prices healthy.
  •     Breaking that loop would make the economy feel stale or lifeless.

 Balancing Philosophy & Community Frustration

The dev team sees balancing as part of the class identity and overall design philosophy. They don’t want to balance purely for one mode (like only PvP or only PvM) because that would break the class fantasy or make them feel weird in other situations Players who only play one mode tend to get more frustrated by balance changes because they don’t see the big picture.Players who dabble in both usually have an easier time understanding why a change might make sense overall (even if it’s annoying in their main mode). They acknowledged this frustration but emphasized that their goal is to keep classes fun and viable across all game content—not to lock them into one box.

Ankama want to keep Dofus as one unified game - not two separate experiences split by PvP and PvM. They’re looking at more frequent, smaller balancing tweaks (rather than waiting for big updates) so they can respond to feedback faster and keep things feeling fresh. They’re also exploring casual PvP “for fun” modes - like wacky Koli fights or PvM-vs-PvP hybrid content-to lower the barrier to entry for new PvP players.This would help players get comfortable with PvP without diving straight into intense, high-stakes battles.

Although not the main topic, the devs touched on how alliances (especially in AVA) create political tension and often overshadow guilds, which previously were to the heart of community life.There’s recognition that while alliances are powerful in territorial control, they can also discourage smaller guilds or new players from feeling like they have a place in the game. Guilds are still important for social play and smaller group activities, but they don’t have the same impact in PvP as alliances.  While they didn’t dig deep into upcoming changes for alliances or guilds in this stream, it’s clear that future balancing will need to keep these social structures in mind.

 Overall Takeaways

  •     No hard split is coming, but smaller, smarter tweaks will help classes feel fun in both PvP and PvM.
  •     The devs want to avoid creating a confusing “double personality” for classes, focusing instead on shared identity and class fantasy.
  •     Community is a key focus—alliances dominate PvP, but guilds are still central to the social experience, and both need to feel included.
  •     There’s hope that more frequent, smaller balancing updates and more accessible PvP modes can make the game feel more dynamic and fair for everyone.