The problem with your "nerf balancing", Riot

PuDDG26FP9·3/1/2015, 2:47:08 PM·1 votes·640 views

Is that it is gonna create a lot of frustration, and an endless cycle of nerfing everything to the ground and at one point you'll have to give back all the power to everyone - like the start of the S5 pre-season.

I use to be a competitive fighter game player and has been playing fighters for more than 10 years, I think I have the very basic idea of how "game balance" works. "Strength" is relative, you can not think "hey, if we make everything weak then the gap is gonna be closer = Everything is relatively balanced". That's not how you balance a competitive game. And that's the message I always receive whenever I looked at the patch notes. There is a reason that a lot of fighter game players prefer the "power balance" way. I'll briefly explain why.

I'll try to make this easy to understand. Let's say we have a value for how strong a champion is. We don't take player skill into account here, we assume both sides are equal. The initial "strength" value is 1000. Everyone is balanced around this line, if properly balanced, then everyone should be around 950-1050. The most powerful champ in the game is 1100, and the weak one is 900, still plenty of room to play the match. Although in a slightly bad position, the 900 champ can still have some outplay potential.

What Riot is doing, is they continuously nerf everything that is good, eventually everything becomes so weak that the average value is now 300. No one will seem too strong now. In the end of the day this is a team game, right? Wrong.

The problem is that when everyone is so weak, whenever you touch something it is gonna drastically change the champion and how it reflects on the environment. Smaller power level does not make adjust things easier, it only makes things harder to balance. One champion can possibly go from 260 to 320 because of one buff. or going down from 340 to 280 when considered "too strong". And when the weak 250 champ plays the top tier 350 champ, the weak is overpowered by 1/3 of his value and there is no tool to overcome his bad matchup. The "outplay potential" not only depends on the player, but the power of the game character he/she controls. Ask Justin Wong to play Twelve against Daigo with Ken or Chun Li in 3rd strike, there is nothing you can do even if you are one of the best player in the world if your character is on the wrong power level.

A "power balance" is something like keeping everyone above 1500 and make sure they are sort of under 2000. The margin is pretty huge, but then if you look at it everyone is considerably strong, just some are stronger than others. There will be clear disadvantage matchups, but very rarely has the situation that you absolutely can not overcome.

The weaker you make your champions are, the less room you have that allows you to balance properly. The good thing about the "power balance" way, is that even if you have a really bad match up, you still have a lot of power left on your champion to do useful things. There are risks - makes the game kind of chaos, and unpredictable, which also makes it super fun to watch/play. I guess this is an aspect that now Riot does not like, because they consider their product a sport, and they don't want unpredictable results. But don't forget there are successful examples, DOTA2, Street Fighter IV series, Guilty Gear series, well, a better example, how league was like when it was S2. A lot of wonderful things happened in S2, wonder why? Because yor champion still had a lot of power to be useful.

Well, if the intention is to create an endless cycle of rebalance to keep your customer feeling new and excited Puts on tinfoil hat Then I think I've just wasted about an hour typing useless things that no one will read. But if you do care about how to balance your game, please do consider the above things that I said before people grow tired of your way on balancing.

TL;DR : Nerfing everything that is considered "good" to the ground is bad for game balance. Low power level makes the gap bigger.

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