TUTORIAL FOR DEVS - How To "BALANCE" [few easy steps] [100% legit no scam]
This would be divided into two short parts: single move balancing and whole cast movesets balancing.
I Single move.
The one and only rule which you should follow during making/reworking a move is comparing those two things: risk level and outcome of a move.
You just have to compare what do you risk in case of performing a specified move (like chance of being parried, dodged, counter-attacked, whatever) and what do you get in the case of being succseful.
Examples:
1. Totaly broken move or unbalanced move -> WARDEN SHOULDERBASH. It could be rated as medicore at risk due to free GB in case of missed bash, but viability of this move degradate it to be low-risked move. The way you can charge it, cancel it, feint with almost soft feint recovery time and go for other things is just stressful. Furthermore, after double light from side you can charge another SB and play another guessing game of 25/25/25/25, finally ended with huge damage top heavy.
So in this case outcome totaly outrages the risk, making this move verygood at outcome, totaly low at risk, which makes this move unbalanced and finally broken. Simple, ain't it?
2. Well-balanced move -> OLD OROCHI RIPTIDE. It was one of the hardest move to land corectly, almost imposible to get if it was thrown out of neutral. But the damage was very nice, it had bounce-off mechanic (if you tried to GB Orochi during RT animation too late you was bouncing off, which caused free hit for Orochi) and you could reduce recovery time in case of missed input by just throwing another heavy immediatly and feinting it. This required some knowledge so the move was also somegow skill-based. If opponent baited you with feint then all he was getting is heavy parry. Knowing what's above we can assume it was move which was medicore at risk and medicore with outcome, because you was not able to combo it into anything else, you was not able to spam this move over and over. Just nice, well balanced move, taked out off the game with no reason, propably cos of lack of knowledge.
3. Not-well-balanced move a.k.a. lame as* move - > NEW RIPTIDE STRIKE. It is a backdash with extended GB timing, no bounce-off proprieties, 12 damage in case of succesful hit, light parry in case of fail. High risk, low otucome = weak as* move. How to fix it? Two solutions. First. Make it not a backdash or/and make it be a superior light (which means that Orochi won't bounce out of stance if RT will be blocked, same as in case of heavy blocked) or/and add bounce off propieties. Second. Just bring old RT back.
I could list here sh*tload of moves like Gladiator zone vs Shinobi, uncancelable zone and so on, but that's not a point of this thread. The point is to show you the way.
Before you will say: "hold up, but not every champ in the game has to be the same, that's why moves and zones and so on are different!!111!!1"
Here is part two for you.
II Moveset balancing.
The first and only mistake that you all make is confusing the difference with balance.
Hear me out. When you make a character like Orochi with attacks only in his kit and then you make a Berserker based on attacks, but one of them has attacks and nothing more in it, but other has softfeints, 400ms lights, infinite HA, way more better dodge attacks, UB then you DID NOT made them really different, you just totaly outbalanced the freaking game. Both of them are based on basics attack, so the gameplay ain't really different, they are just outbalanced with no reason. When you gave Wardeb dash SB and LB dash shove like that you did not made the game different, you just outbalanced it to the limits with no reason. And so on.
The way you should balance the game is make the champs feel different in using, not feel punished because I choosed to play attack-only Orochi, not totaly-boosted Warden.
Belive me, give every champ a UB, a some sort of opener, some soft feint, some stun maybe, some one unique move per hero like Nuxia's trap mechanic. Make me choose not between: "play warden and have useful kit with bashes and UB's or play Orochi and be frustrated" but "hmm, who I would like to play, hmmm... A typical feudal knight Warden with nice, slow UB's with huge-as* damage, overally big moves with nice damage or that agile samurai Orochi, ALSO with some ninjutsu knee to the stomach with low guaranteed damage, with some sortf of UB with nice softfeint mecahnic, kinda more agile than Warden but with low-as* damage, hmmm". Let me freakin choose by IMMERSION, not broken-UNbalancing.
You won't make the every champ the same by giving them opener and UB and softfeint or whatever, you would make them the same if the outcomes and risk would be the same. That's a huge different. Give every one some sort of punch, kick, poke, tackle, pommel strike, whatever, but make it different in outcome, risk, access to that. This will make to feel a difference between playing different champs. Give everyone a UB attack, but make it different by access and outcome and risk. Let one of the hero of the cast have it directly from neutral, yet slower with bigger damage, other would have it after some other move, like dash, light attack, some softefeint, with lower damage and little more speed. Then make different outcome afterwards, so one champ would be able to combo something else after that UB, other would have it as chain finisher.
Everyone would be feel different to play yet nobody would be fuc*ed by not having NONE of those while being forced to deal with sh*tload of them on other champs.
Make your sh*t straight.
Thank you.
1 people found this helpful