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Foundational Balance Considerations

Today, I’d like to engage in a discussion regarding fundamental aspects of the game that may require adjustments in terms of balance. My belief is that many facets of the game, such as class and weapon balance, are intricately linked to the game’s core systems. By scrutinizing these fundamental mechanics and features, we can offer the developers more precise insights into balancing the game effectively.

Here are some topics that I consider relevant for discussion, although I’m sure you can come up with additional ones. Keep in mind that these discussions should revolve around the systems these elements are embedded in, rather than focusing on specific classes, weapons, or abilities.

  • The base movement speed of all players and enemies.
  • The inherent attack speed of all weapons.
  • Penalties for equipment affecting movement speed.
  • Should the inventory have a weight mechanic that impacts your mobility?
  • The speed of equipping and unequipping items.
  • The speed of interactions, such as opening chests and doors.
  • Considerations for sound design, including ambient audio levels.
  • Spell recovery mechanics.
  • The impact of map design features, such as the abundance or scarcity of doors and archways.
  • The speed and functionality of zone closing or zone-related mechanics.
  • Affixes on items, particularly those that may be either undesired or highly sought after by all players.

In this game, like in any other, the meta isn’t solely determined by the strength of individual characters, but by how well those characters can exploit the fundamental features of the game. For instance, if everyone moves too slowly, the character best suited for dealing with slow targets or excels while moving at a slower pace may become the top choice. Similarly, if the game features an excessive number of doors or they take too long to open, the class that can most effectively utilize doorways could emerge as the strongest.

Feel free to share your thoughts on which core features should be adjusted and your overall experiences with these game features.

Some aspects I find particularly intriguing include: What would be the impact of increasing everyone’s movement speed by 50%? How would the game change if every weapon swung 50% faster? Should the time required to open chests be reduced from 3-6 seconds to 1-3 seconds? And should the concept of a closing zone even exist in the game?

Of course, many players choose to buy Dark and Darker Gold from MMOEXP to make themselves and their teams stronger and to have a favorable position in the game.