The new balancing principle
Hello Fatshark, Hello Community,
Until now, balancing has been done in the classical sense, which meant that there was no real balancing. This is not because Fatshark does not do its job properly or the community is always wrong with its wishes, but because the classic balancing can never work the way we would like it to.
If something is too strong, it will be made worse, but then something else becomes stronger, which is too strong in relation to something else, so it has to be adjusted again. This creates a trend that makes everything that is strong become weak.
The desired result would be that everything is equally strong or equally weak, but this can only be achieved if there are no differences. Differences are in this context, talents, weapon, attack patterns, classes, opponent types, attributes etc., so actually everything that makes the game customizable and thus creates the fun.
Do we want the perfect balancing ?
I think not, because that would be boring. We want differences and interesting combinations of possibilities and therefore also challenges. But that also means that there are always things that are better than others and some that are worse.
But there are also possibilities to change the principle of how balancing is done. Away from the classical to a modern form.
get away from the idea that everything should be equally good or bad and equally useful and strengthen the “differences” even more.
replace everything random in the fighting system with more predictable, active and synergetic elements.
strengthen the players and adjust the challenges accordingly.
The first is the most difficult point, as it requires everyone to consider something that works well as good, and not criticize it because it is good.
It’s about looking at classes, weapons, talents, etc. and thinking about how to make each one’s strengths even better. Each class has a job or 2 and their own strengths and weaknesses can be developed. No class or weapon should be good at everything or be able to do every job. Furthermore, synergies should be created through skills and talents, as well as weapons. Additionally, synergies between classes should also be considered.
Give us players enough individual strengths and we will find the combinations. Once these are found, they can be developed further.
Every weapon must have its own identity.
What is the advantage of carrying a one-handed weapon? You have one hand free!
So you should be able to do something with it.
Mace or Hammer weapons must be strong against armour.
Thin pointed blades must be accurate and fast.
The idea of the perfect block or parry could be developed further, so that the risk is worthwhile compared to the block. There is a lot of potential in this fighting system, these strengths just have to be developed.
All things in the combat system that are based on chance must be removed.
Specifically, the Critical Hit value. Makes critical hits predictable by introducing talents that generate them 100%.
The Critical Hit Chance is a relic from times when games didn’t have the possibility to display and calculate real Critical Hit Points on enemies. Vermintide 2 does not need this. A Critical Hit means that you hit an area that is vulnerable, e.g. the neck, head, heart, back of the knee, etc. depending on what armor is worn or how enemies are supposed to be vulnerable. So it is also necessary for an authentic fighting system to rethink the random element “critical hit chance”.
The talent series could be implemented additionally like the Stagger or TempHP talent series.
2 examples already exist in the game: Every 5th strike is a crit and attack from invisibility is a crit. This could be further developed.
Attacks from behind ?
Head shots, close combat and/or ranged combat ?
Or maybe real weaknesses in the opponents’ damage model?
There are certainly many possibilities to integrate this in a meaningful way.
This makes the game more tangible for us, because we know exactly when something is triggered, we can use these things better with our own skills and don’t have to rely on luck. Especially classes and weapons that used to depend on the critical hit value could benefit from this.
Removes flat attribute increases from talents. Talents should be unique enhancements that are caused by an action or even allow new actions. So anything that only needs to increase + damage or + attack speed will be removed from the talent tree.
Attributes belong on the equipment and you can allow more experiments like in Athanor.
The principle of the Athanor should be implemented in all game modes. You can also create new attributes like more stagger, more dodge count, push distance and so on.
Now that all classes, weapons, talents etc. are so strong that the current enemies and challenges are too weak, you can correct the enemies, which is much easier, because they have less complex combinations than we players.
The easiest thing to do is to increase life, damage, number. The fine tuning would be to find the balance between the enemy types and the special spawns.
In the beginning of Winds of Magic, the enemies were very strong because we were too weak, but now it’s the other way around, where spawns appear and how many and which enemies appear in the final events should be reconsidered. But overall, these things could be made more challenging because we players have become stronger.
At this point you could say that nothing has changed compared to the classic balancing.
But if you look closely you can see that every class and weapon is powerful and there are more combinations of good things than before.
More individualization, more control over your own fighting style and fighting events. All this will be more fun and the developers can fine-tune with much less effort, because the scaling of the opponent strength is much faster.
It would be recommendable to rework the Deedsystem as often requested and to make the Twitchmode more accessible.
I assure you everyone will benefit if the balancing system is changed according to this pattern.
There will still be classes, talents, weapons etc. that are stronger in combination than others, this is unavoidable. But since all classes and weapons have strong possibilities where they shine, it will feel better than now.
It will be a better felt balance.
Also the employees of Fatshark will have more fun and more courage to try something new, they definitely had cool ideas.
Also the people here in the community had a lot of cool ideas that could be implemented with the new principle.
I thank all of you who have read so far and I hope that in the future Balancing will be seen and handled from a different perspective so that we all have more fun in the game
Translated with www.DeepL.com/Translator (free version)