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Aluxender's avatar
9 years ago

A comprehensive guide to fixing these imbalances behind the dashboard

So, I've been thinking (a dangerous thing).

I'm going to try to break this posts up a little so they're not just a wall of text.

I think the general consensus on balance in this game is that it is, bluntly, skewed badly towards hitting first, for as hard as you can.

I'm going to ignore the speed issue for now. I'm not sure how the changes I'm going to lay out would affect it precisely, but I suspect it would solve 80% of speed issues (possibly including Poe).

The goal is not to make all characters homogeneous, but to make some characters from all types usable and useful in a team composition.

3 main points:

1.Health

2.Damage

3.Armor and Resistance



Health:

Currently, the gap between tank-ish characters, and glass cannons is between 50-80% at max level and gear (Think 10k Health on Leia, Rey, etc. vs 18k Health on Ben or Barriss) in the most extreme cases. In many cases, there is NO difference, or as low as 10% (Think GS vs Han). This limits effective health (A combination of health and damage reduction for those unfamiliar with the term).

In comparison, high damage attackers damage potential ranges from 400% (A 15k critical vs a 3k critical) at maximum to around 100% (6k vs 3k)

Health also limits effective healing for Healers, because all healing is based off either the life of the healed, or the healer. What is the point of healing for 40% of 10,000 health when 1 turn from 1 character deals 6,000 damage?

The first fix should be to increase health gained per point of Strength by 25% from 18 to 24.

This would provide STR based characters with the highest benefit, obviously, but it would raise overall health on every character, taking most out of the OHK range.

It would also make Healing more effective, yielding much larger numbers from standard healers,
and would also rebuff Barriss to usable levels. Healers could potentially become part of the metric in Arena again.

The result at current levels would raise STR based characters health by between 3150 and 3570 (3360 for 8 stat gain characters)

Most other characters gain between 5.3 and 5.9 STR/lvl, and would receive between 2226 and 2478 Health.

More important is the fix for Armor in Tank marked characters below. The Health increase is to move the marker slightly away from OHKs in combination with slightly lowered damage.



Damage:

A lot of discussion centers around lowering damage at a flat rate across the board, In combination with the health increase, damage should be lowered, but should also be targeted. Again, the goal is not to become homogeneous, but to slightly tone down overall damage and also slightly close the gap between damage done and health per character.

First, the Physical and Special Damage modifiers on The Primary stat and INT should be lowered from 1.4d/point to 1.2d/p (Possibly leaving Special from INT at 1.4/p, to account for the cooldowns on abilities that use SD). This is a reduction of about 15% across the board in base physical damage, but only from stats.

Most high damage attackers also have large amounts of Physical Damage from gear. The most efficient way to further tone them down without completely gimping non-Attacker damage is to remove 10-15%% damage from abilities from leveling abilities through Ability Materials.

This will further lower the chances of unbuffed, 1st turn OHKs, while still allowing for large hits from buffed, augmented abilities by Attackers. They should remain far more dangerous than the other classes, but require some set-up to hit for staggering amounts.

Again, homogeneous characters are not desirable.



Armor/Resistance:

Are currently near-useless stats, and require the greatest amount of focus.

I'm gonna make a separate post for it.
  • I like it, the change solution you are comming up with brigs more balace, without making the game feel to different
  • I don't think you are going to get many objections but one never knows.

    Good points, all.
  • Excellent post OP. Very well thought out, hopefully someone important will look at it.
  • Great post. The only other suggestion would be for all tanks to have a useful ability to shield or taunt or mitigate damage. Right now only 1 tank can do that well.
  • I will not verify if the math is correct, but thanks to OP for taking the time to do/write all of this.

    Seems like a good idea. People like diversity.

    Having to thibk about what comp to use can benifit the game.

    Take myself as an exemple; I've been refusing to farm Poe (don't like him from the movie, tho I hate Finn even more lol) but slowly can't compete in top 10 anymore, so I bit a bullet and I'm working on Poe now to have a better shot at winning battles. When a game has soooooooo many chars (seriously, a lot of different chars) you should not be "forced" to farm one single char to compete.
  • "obiwan1011;97160" wrote:
    Great post. I REALLY hope CG reads this post and addresses the too much damage/one shot kill issue.

    One thought on the armor part. Trying to calculate the percentage increase based on gear will be confusing to the players (i.e. it will be difficult to track what percentage of the total armor value is derived from gear). Hence, why not make it simpler by (armor - armor penetration)/10 and apply that as a percentage reduction to damage?

    Taking your example:

    Character A: Armor pen 40, Damage 3500
    Character B: Armor 300

    Damage reduction= (300 - 40)/10 = 26%
    Damage = 3500 * (1 - 0.26) = 2590

    Character C: Armor 140

    Damage reduction = (140 - 40)/10 = 10%
    Damage = 3500 * (1 - 0.10) = 3150

    Critical or any offense buff should be applied after the initial damage calculation.

    So if Character A hits Character C with critical and offense up, then

    Final damage = 3150 * 150% * 125% = 5906


    Another good way of doing things, but % scaling is going to favor non-tanks more that way. Both ways would be a significant improvement over the current scaling.
  • That sounds... really good. As a pretty new player I've moved from the basic characters the game gives you (ie you are given a balanced mix of a tank, an attacker, a healer for each side) into the range where people have the depth of collection to choose there own setup. You would think when you get into that nice deep pool where everyone has a reasonable amount of options you would see a few different meta teams, some counter meta teams, and some semi-successful and even actually successful experimental teams.

    I bought the dark side starter pack and the Barriss pack so I was able to level competitively and place highly in my shards arena (currently lvl 51 and I place around rank 4 to 9 at payout time). It's pretty telling to see that every team in arena runs all damage or all damage and a Poe. There's basically no variance at all. Even Poe isn't really a tank, he's a 1 turn shield and a meter debuff. He's a support in this system. I run Phasma, Sid, QGJ, GS and Lumi, which is 4 attackers and a support as well, and I can't really change or experiment if I want to keep my rank (Phasma, because I don't have or want Poe). The characters other players run may change superficially, maybe droids, maybe some chromium only characters, but its always 4 attackers and 1 support or just another attacker.

    As I got a bit more involved in the game I started looking at the numbers to see how things worked. You already detailed it out so it doesn't bear repeating, but armor is the next best thing to useless, which in turn makes armor pen and advantage equally useless. That's a truly befuddling design decision. I don't know if your armor solution is the absolute best, but its certainly better than whats in place and much easier to implement than an entire overhaul of how damage/armor works.

    The health and damage changes seem like no brainers and good increments to start with for a change. Should make a much wider variety of characters and squad archetypes playable, great post!