To balance a game


#1

It’s no secret that Scopely isn’t the best at balancing a game. Driven by profits over conventional tried and true game design, The game in its current state is an unbalanced mess. Here’s what the game’s 6 Star toons might look like if scopely were to tweak them for balancing purposes. Notice that the goal here is not to make certain strategies unviable, but rather to make no one toon more viable in every combat situation over another toon. Which is to say, roughly, that with these tweaks, any random combo of max-level unmodded 6 Star toons with 270 power weapons should, on average, be perfectly matched with another random combo of max-level unmodded 6 Star toons with 270 power weapons. Here we go.

Ezekiel (Shiva force): the rush crit bonus and rush defense bonus now affects every teammate apart from this character.

Negan (road to survival 2): max rush ap lowered from 76 to 66. Active skill improved from taunt 2 enemies to taunt 3 enemies, and active skill uses reduced by 1.

Carl (road to survival 1): leader skill reduced -5% health and -5% defense. Rush heals 5% less.

Viktor (road to survival 2): active skill improved from focus for 2 turns to focus for 3 turns.

Mirabelle (road to survival 3): rush damage reduced -25%.

Abraham (road to survival 3): rush defense to self increased from 2 turns to 3 turns, and defense bonus increased +30% defense.

Barker (road to survival 1): leader skill improved from all fast to all fast and all alert. Initial active ability cooldown reduced from 3 to 2.

Hershel (road to survival 2): rush attack and crit bonuses apply to every teammate except for Hershel “road to survival 2”.

Shane (road to survival 1): leader skill improved from all tough to all tough and all strong. All teammates recover from burning is added to rush.

Siddiq (road to survival 1): active ability cooldown increased from 2 to 4. Initial cooldown reduced from 2 to 1.

Dwight (a new threat): leader skill improved from all tough to all ranged. +5% attack to removable crossbow weapon. Rush teammate attack bonus reduced from 3 teammates to 2 teammates.

Yvette (road to survival 1): rush bonus health cannot be applied to Yvette herself.

Negan (a new threat): leader skill improved from all strong to all strong and all alert. Rush crit bonus duration increased from 2 turns to 3 turns.

Tara (faction assault): leader skill improved from all alert to all alert and strong. Active skill heal reduction duration increased from 2 turns to 4 turns. Active skill uses reduced by 2.

Beta (a new threat): character model size increased by 10-15%. Active skill improved from 3 teammates recover from taunt to 5 teammates recover from taunt. Specialist skill changed from retribution II to hemorrhage.

Erika (winter edition): leader skill reduced -5% health and -5% defense. Max rush ap increased from 76 to 116.

Madison (road to survival 1): rush damage increased +75%.

Maggie (road to survival 3): this character gets +90% defense for 1 turn is added to rush.

Richard (winter edition): rush heal reduction improved from 2 enemies to 4 enemies.

Rick (road to survival 3): rush damage increased +85%.

Joshua (road to survival 1): -150 max health. -100 max defense. +250 max attack.

Ezekiel (winter edition): specialist skill changed from execution to decapitate.

Jesus (winter edition): leader skill ap bonus improved from all fast to all fast and all tough. Kick remains static replaceable weapon, and gets added effects: better chance to impair enemy for 3 turns when attacking, +huge bonus to ap when attacking.

Lucas (road to survival 1): leader skill improved from all alert to all ranged.

Jessie (road to survival 2): specialist skill changed from tenacity to outlast. All teammates recover from burning is added to rush.

Garrett (road to survival 3): leader skill reduced -5% health and -5% defense.

Morgan (road to survival 3): max rush ap reduced from 76 to 66.

Kelly (road to survival 1): role changed to generalist. Rush damage increased +100%.

Aris (rise to power): medium bonus to ap when taking damage removed from static weapon.

Eugene (road to survival 2): max rush ap reduced from 85 to 76. Add -20% heal reduction for 1 turn and 50 main damage to all enemies damaged by rush.

Rick (rise to power): leader skill improved from all fast to all fast and alert. Active skill improved from focus to 3 teammates to focus to 4 teammates.

Dante (rise to power): rush ap increased from 76 to 85. -300 defense. +300 attack.

Rosita (road to survival 7): leader skill reduced -5% health and -5% defense.

Kal (road to survival 1): role changed to generalist. -300 health. +300 defense. Rush damage increased +50%.

Jesus (road to survival 3): medium bonus to ap when attacking removed from static weapon. Active ability initial cooldown reduced by 2.

Connor (road to survival 2): leader skill improved from all fast to all fast and all tough. -50% rush damage.

Michonne (road to survival 6): -15% attack from static weapon.

Romanov (road to survival 3): -15% hp from static weapon.

Ivanova (road to survival 3): rush damage decreased -75%.

Aaron (road to survival 1): leader skill improved from all strong to all strong and all alert. Active ability healing increased +10%.

Magna (road to survival 1): rush damage decreased -125%. -100 defense. +50 health. +50 attack.

Spencer (no way out): role changed from damage to support.

Alpha (road to survival 1): max rush ap increased from 76 to 85. -15 crit from static weapon.

Harlan (road to survival 2): all teammates recover from offensive penalties and two enemies have defensive bonuses removed is added to the rush.

The wanderer (road to survival 1): leader skill is changed from all ranged to all alert and all strong. Rush changed from all strong and alert enemies damaged by rush to all strong, alert, and fast enemies damaged by rush.

Shiva (road to survival 2): static weapon bleed special ability value changed from 150 to 800. Static weapon 30% attack bonus and medium ap bonus when attacking removed. Static Weapon made uneditable. Active ability initial cooldown increased by 2. Rush bleeding reduced by 100.

Tyreese (road to survival 4): role changed to generalist. -300 health. +300 attack. Rush revive health decreased by 15%. Rush Bonus health and bonus defense cannot be applied to self.

Hunter (road to survival 1): role changed to generalist. -100 defense. +100 attack. revive health decreased by 20%. Self recovers from offensive penalties is added to rush.

Anna (road to survival 1): static weapon attack up increased from +25% attack to +50% attack. -15 crit from static weapon.

Jesus (done running): bonus defense and bonus health removed from rush. -15% defense from static weapon.

Violet (done running): -125% rush damage.

Marlon & Rosie (done running): static weapon ap special ability value changed from 150 to 600. Static Weapon 30% attack bonus and medium ap bonus when attacking removed. Static Weapon made uneditable. On a roll attack bonus reduced from +20% per turn to +10% per turn. On a roll attack bonus cap reduced to 100%. max rush ap increased from 66 to 85. Rush attack bonus to self duration increased from 2 turns to 3 turns.

Javier (done running): +30% attack to rush attack bonus.

Naya (road to survival 1): static weapon burn special ability value changed from 150 to 600. Static Weapon 30% attack bonus and medium ap bonus when attacking removed. Static Weapon made uneditable. Rush attack damage reduced -100% (-200% total).

Carl (road to survival 3): max rush ap increased from 76 to 85.

Sandy (road to survival 6): static weapon double attack second attack damage reduced from 200% to 150%. Medium bonus to ap when attacking removed from static weapon. -150 defense. +150 health.

Glenn (road to survival 6): role changed to generalist. -25% health from static weapon. +5 crit to static weapon. Max rush ap increased from 66 to 85. +100 crit to rush crit bonus to self.

Beta (road to survival 1): character model size increased 10-15%. Active skill uses reduced by 1.

Clementine (done running): remove medium bonus to ap when taking damage from static weapon. Max rush ap increased from 76 to 200. This character is elusive for 6 turns and focused for 6 turns is added to the rush.

Davie (off-kilter): static weapon bleed special ability value changed from 150 to 800. Static weapon 30% attack bonus and medium ap bonus when attacking removed. Static Weapon made uneditable. Active ability uses reduced by 2.

Lydia (road to survival 1): leader skill reduced -5% health and -5% defense. -15% health to static weapon. Max rush ap increased from 85 to 116. Rush defense bonus decreased from 75% to 45%. Active ability decreased from 3 teammates recover from stun to 2 teammates recover from stun.


#2

Can’t go backwards to balance a game built on being unbalanced, nice work though, I’d be pissed if the changed chainsaw alpha


#3

Oh yes, these changes would be incredibly unpopular with the player base, but had these toons been released with these tweaks already implemented, the game would be a lot more enjoyable I think.


#4

Here’s what Scopes believes today :man_shrugging:

bal


#5

I refer you to 4a for any and all “balance” considerations as far as Scopely are concerned.


#6

This would make her nearly completely useless she’s already pretty easy to kill.


#7

Shiva Force Ezekiel already gives crit and defense bonus to the entire team.


#8

I know he does. The tweak would make it so it would apply to everyone on the team except himself.


#9

Far from useless. But 85 would still be much too fast. A well put-together team with commanders and ap bonuses would still be able to make her rush pretty quickly.


#10

I’m not sure how long you have been playing but it’s been pretty unbalanced since I started playing


#11

I like the idea of more leader skills that don’t apply to just one trait

I don’t like the idea of rushes higher than 106 though

116 would need ap leaders, 8% weapons, commanders, or all 3 to rush before round 4

106 at least is doable in 3 rounds with a huge boost weapon on defense. Much less useful for offense though


#12

Your wording made it sound like it only applied to him originally.


#13

LMAO…seriously wasted time writing all that.

I’ll see my way out .


#14

116 is beyond a nerf sure if she goes off it will hurt but more than likely a avg player can kill her before her ar goes off as is 116 is too late of a rush for any 6*


#16

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