Without knowing what type of map you're making, nobody is going to be able to give you any specific tricks about balancing. If you truly want something to be relatively balanced, though, you need to have your map played by a large group of testers of different skill levels, and continually rebalance and retest different beta (and potentially, release) versions of your map based on feedback.
im making an orpg map based on the idea of Twilights Eve.
and the thing is that i wanna blalce it at least a bit BEFORE i release a version xD otherwise it would be rejected from the beginning and for that it was too much work ^^
You should just be able to more-or-less eyeball balance units when you're in the alpha stage. Number balancing is easy to go back and fix - what's much more important during pre-alpha/alpha is making sure everything works as its supposed to. Once you get to a beta version, though, you need to get testers to balance it, because realistically, there is no way that one person will be able to try anything or will be able to think of every creative loophole that an entire playerbase can think up.
Looking at the Twilight's Eve ORPG, it seems that the release version is build 1.14d, which means they probably had at least 14 major updates, and presumably many more minor updates building off of the then-current build. I would guess that much of those updates were to fix bugs, exploits, and balance issues discovered by the testing staff and/or community. So even after a game is released, there are definitely often issues with balancing that sneak by, yet if a game is good enough, it won't be "rejected from the beginning", because people find the core experience fun.
What you need to focus on at this stage, rather than making sure each unit is balanced properly, is getting feedback from some core people that you trust to give honest opinions on whether the gameplay itself is fun and interesting.
Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
@tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart