Hey !
I'm really spamming with threads now but its all in preparation for my new map and I just want to work out the minor things before starting so that I don't make the whole map only to have to remake shitloads of it later because of the little things
Now I realize balancing is a continued task that takes a lot of fine tuning over time and as the map is played more the imbalances become more clear
however Im wondering how you all generally balance your maps to start off with.
I have seen a lot of spell threads on here that just seem to have rather generalized numbers, so I guess thats one way to do it, if pretty much no matter what the ability does if it always does 250 dmg then all the spells overall are gonna be fairly balanced.
I have been thinking about making something similar to World of Warcrafts item level system, where each item / ability is granted a specific "level" say for example item level 226, and then you have each attribute cost a specific amount of levels
So we could say for example (I haven't done any calculations so this is just an example on how the system would work)
Each lvl 1 spell gets 125 "Item level"
Each lvl 2 spell gets 200 "item level"
etc etc etc
+1 damage costs 1 levels
+0.1 second of stun costs 25 levels
+1 hp of heal costs 2 levels
+0.1 seconds of slow costs 10 levels
etc etc
same would go for items, maybe based on gold cost or something similar, so the system could go for something like this:
+1 damage per 5g
+1hp per 15g
+1% attack speed per 50g
etc etc
These are not real numbers, its just to make an example of the system
If the system would be implemented all the figures would have to be carefully calculated for obvious reasons, and there might apear some imbalances with heals / stuns / damage output etc but thats the "ongoing balancing" that any map has
so what do you guys think of this system ? would it be a bigger trouble to maintain something like this rather then go for a static number system and just balance as the map is played ?
give me your thoughts
I'm really spamming with threads now but its all in preparation for my new map and I just want to work out the minor things before starting so that I don't make the whole map only to have to remake shitloads of it later because of the little things
Now I realize balancing is a continued task that takes a lot of fine tuning over time and as the map is played more the imbalances become more clear
however Im wondering how you all generally balance your maps to start off with.
I have seen a lot of spell threads on here that just seem to have rather generalized numbers, so I guess thats one way to do it, if pretty much no matter what the ability does if it always does 250 dmg then all the spells overall are gonna be fairly balanced.
I have been thinking about making something similar to World of Warcrafts item level system, where each item / ability is granted a specific "level" say for example item level 226, and then you have each attribute cost a specific amount of levels
So we could say for example (I haven't done any calculations so this is just an example on how the system would work)
Each lvl 1 spell gets 125 "Item level"
Each lvl 2 spell gets 200 "item level"
etc etc etc
+1 damage costs 1 levels
+0.1 second of stun costs 25 levels
+1 hp of heal costs 2 levels
+0.1 seconds of slow costs 10 levels
etc etc
same would go for items, maybe based on gold cost or something similar, so the system could go for something like this:
+1 damage per 5g
+1hp per 15g
+1% attack speed per 50g
etc etc
These are not real numbers, its just to make an example of the system
If the system would be implemented all the figures would have to be carefully calculated for obvious reasons, and there might apear some imbalances with heals / stuns / damage output etc but thats the "ongoing balancing" that any map has
so what do you guys think of this system ? would it be a bigger trouble to maintain something like this rather then go for a static number system and just balance as the map is played ?
give me your thoughts