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Community
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Make SPELLS Balanced
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 8816721" data-attributes="member: 7029588"><p>Yeah, I don't think that's what the majority of people are saying. </p><p></p><p>The notion is simply if a spell does roughly the same thing as another spell then make the numbers similar or make the trade off one that is difficult to pick between (area for damage, etc) or that has superior uses in some situations (hopfully not rare situations) but not others.</p><p></p><p>Spells that are not as quantitative are harder to balence but I don't see many people saying get rid of them. </p><p></p><p>One test is to look and see if people are picking those spells regularly enough over other spells or all the time or none of the time. There are lots of levers they could use to rebalance as you started to do with the list above, including sometimes moving a spell's level. </p><p></p><p>They should go through a design exercise of picking like 6-10 calibrated spells per level of various types then looking closely to make sure the spells are in good levels relative to other levels. Once you have that list, any new spell added should be compared to the 6-10 calibrated spells and modified or moved level such that you would think that a chunk of players would pick that spell instead of the calibrated spell sometimes. People won't 100% agree but I'm pretty sure designers could make things much much more balanced using this method and especially cut some of the "does anyone every take this?".</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 8816721, member: 7029588"] Yeah, I don't think that's what the majority of people are saying. The notion is simply if a spell does roughly the same thing as another spell then make the numbers similar or make the trade off one that is difficult to pick between (area for damage, etc) or that has superior uses in some situations (hopfully not rare situations) but not others. Spells that are not as quantitative are harder to balence but I don't see many people saying get rid of them. One test is to look and see if people are picking those spells regularly enough over other spells or all the time or none of the time. There are lots of levers they could use to rebalance as you started to do with the list above, including sometimes moving a spell's level. They should go through a design exercise of picking like 6-10 calibrated spells per level of various types then looking closely to make sure the spells are in good levels relative to other levels. Once you have that list, any new spell added should be compared to the 6-10 calibrated spells and modified or moved level such that you would think that a chunk of players would pick that spell instead of the calibrated spell sometimes. People won't 100% agree but I'm pretty sure designers could make things much much more balanced using this method and especially cut some of the "does anyone every take this?". [/QUOTE]
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