Post by Azherae on 2021-06-07 12:58:55
There are no current indicators that GvG balance will be terribly difficult, or fail.
Balance normally fails because 'not every option is playing the same game', and those that are 'capable of' or 'best at' playing the 'optimal version of the game', win.
When balancing for rock-paper-scissors, and across multiple groupings, this can be caused to go away.
Using less resource types or 'time based bonuses' helps as well. Simple example:
If one class has a meter that they build up over time and then use to do really big damage, but every other class is balanced around doing slightly less damage than that class, without any meter, then either that class can dominate because it can survive long enough to get the meter and win, or it is 'useless' because it never survives long enough. That class, and the others, are 'playing a different game'. One is 'trying to survive long enough to do big damage' and the others are 'playing for consistent damage'.
Now, give all classes a powerful ability to block damage once. The 'meter build' class is even weaker, even though that ability 'doesn't feel like much' between the other classes. It feels balanced, to them. They're reducing 'big attacks that do 20% damage down to 10%'. If used correctly against the 'meter build' class, then they're 'reducing a big attack that does 50% damage down to 25%'.
The complaints would be wide and varied.
Anyways there aren't any of these in Ashes right now and no indicators based on the types of abilities they've listed, hinted so far, or had in APOC, that indicate this will happen. Except maybe self healing on non-Clerics, and that's probably fine too.
The closer you move to 'all classes being similar and evenly matched' in 1v1, the more you have to push it even closer to 'all classes are basically the same'.
Balance normally fails because 'not every option is playing the same game', and those that are 'capable of' or 'best at' playing the 'optimal version of the game', win.
When balancing for rock-paper-scissors, and across multiple groupings, this can be caused to go away.
Using less resource types or 'time based bonuses' helps as well. Simple example:
If one class has a meter that they build up over time and then use to do really big damage, but every other class is balanced around doing slightly less damage than that class, without any meter, then either that class can dominate because it can survive long enough to get the meter and win, or it is 'useless' because it never survives long enough. That class, and the others, are 'playing a different game'. One is 'trying to survive long enough to do big damage' and the others are 'playing for consistent damage'.
Now, give all classes a powerful ability to block damage once. The 'meter build' class is even weaker, even though that ability 'doesn't feel like much' between the other classes. It feels balanced, to them. They're reducing 'big attacks that do 20% damage down to 10%'. If used correctly against the 'meter build' class, then they're 'reducing a big attack that does 50% damage down to 25%'.
The complaints would be wide and varied.
Anyways there aren't any of these in Ashes right now and no indicators based on the types of abilities they've listed, hinted so far, or had in APOC, that indicate this will happen. Except maybe self healing on non-Clerics, and that's probably fine too.
The closer you move to 'all classes being similar and evenly matched' in 1v1, the more you have to push it even closer to 'all classes are basically the same'.