Say you’ve got certain team synergies that are just too good.
And to balance them out you have to do something that makes a character feel less fun, or useful.
Say Lazarus is just too good, and too pivotal for a problematic team synergy, and you’ve gotta really give his Lazarus device a working over.
The result is that now its more of a one use every two short monster fights, or two uses during a long one. Or you’ve gotta use a gun to power it up and do something that effectively is annoying or doesn’t feel good to do…to re-up the charge on the device.
Like some game mechanic that just isn’t fun to do with Lazarus’s kit. How do you go about changing that to be fun…making Lazarus and more importantly the community’s opinion of his utility as a whole, positive.
If people THINK he’s bad then any player who KNOWS he’s not will get hassled for playing a less useful character.
That’s another factor in balance that’s annoying. If players don’t know that a characters useful enough, or how to be useful enough with how you’ve newly tuned the character…the character is still dead weight, and you’ve got to wait until information reaches enough players before you get useful data on whether or not the character is fun enough or balanced now that the synergy is defunct.
How do you guys plan on handling that mess? Any thoughts you can share?
Any time you go to balance a skill post launch, if you don’t have a good track record, any players who feel attached to their performance level with that character will feel bleh, and then they kick up a fuss, and if the response time to that fuss, and fixing it isn’t fast enough, then you’ve got people who’ll just go, “oh my character’s up for tuning? Bleh I’m done.”
How advanced is the know how on how to deal with these sorts of problems these days?