More about the balancing changes

Tl;DR about the balance changes is battles are going to be lasting longer than they are right now. Health is going up, and chakra/stamina are going up compared to move usage costs so that you won't run out of energy after using 3 moves. Damage scaling and jutsu strength are being adjusted so that also, the difference in power of jutsu from one rank to the next should be slightly less pronounced (yay Genin jutsu aren't completely useless as soon as you hit Chuunin maybe? :D)

Once the damage/health values for all the various ranks have been worked out and the jutsu adjusted, AI will be planned out a bit in terms of their length/cost for healing/money gain from AI and the reduction in gains for fighting lower leveled AI. The idea behind this is to make it most rewarding to fight AI close to your level, and make spamming weaker AI only useful for perhaps getting jutsu exp without losing much HP. It's more rewarding and less grindy to do fewer AI battles but have them be harder and give higher rewards, rather than spamming tons of easy battles. Going forward with this trend, there are planned increases to AI intelligence, and battles against AI opponents may be brought up closer in difficulty/length to PvP battles, with rewards being brought up similarly.

Items are also on the slate for balancing but once the core structure is in place they shouldn't be as complicated.

The other big balancing point after AI is Bloodlines: Most of the current bloodline boost multipliers are either too low or too high, leading to a lot of boosts feeling either overpowering to opponents or underwhelming to the people using them. So the bloodline boost multipliers both per-boost as a base, as well as how the strength of each individual boost adds up to the sum of the bloodline strength (think of it like allocating different amounts of strength to each boost depending on what the bloodline's focus is, it's a guideline the content team uses to assign strengths to a BL) will be revamped first based on the new damage and jutsu power levels, and then each boost will be individually examined to determine how much value/power you get from training 1 point of bloodline skill compared to 1 point of another stat like Ninjutsu skill. Then the guidelines will be adjusted, and all of the existing bloodlines updated to match the new guidelines, so that training BL skill will give you the appropriate amount of power from your various boosts.

Genjutsu is also a special case due to its strong uniqueness compared to the other offenses. It should dramatically benefit from the longer battles, and top of the list after the main balancing is done is bug investigations and fixing for offense and stat nerfs to make sure those are working 100%. After that, Genjutsu as a whole will be evaluated to determine what possible changes are needed to ensure it's not at a disadvantage. It's possible Genjutsu may get a limited amount of cast speed scaling against Ninjutsu/Taijutsu (if your cast speed is greater than their cast speed/speed, you would be able to reduce some of their damage) but that has not been decided yet, so don't rush to put points in cast speed if you're a purely genjutsu user.

Overall this is just the first wave of balancing, intended to look over everything (yes everything, probably even going to balance your car tires) and apply a large-scale structure to bring everything to a solid foundation where tweaks can be made as things go forward if individual effects or jutsu types are overpowered or underpowered related to each other. Hopefully this clears up some of the questions you might have, if you have any others, feel free to tweet me @LMvisions or ask in the comments here!

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