Quote:
Originally Posted by Burst Cancel
Something to think about: take a look at Quick Shot and consider why it's an elite skill. Then look at the turret skills.
While I'm not going to comment on the specific merits of these balance changes, recent balancing has seemed too knee-jerk. Overpowered is actually okay; it's all a matter of degree. Example: Guilty Gear is considered one of the most balanced fighting games ever made, yet nearly every character is overpowered in some way or another, and not every character is equally overpowered. The key is that every character has a reasonable chance of winning against all other characters, and it's the best players that are able to capitalize on those chances and win those tough 4-6 or 3-7 matches. There are, in fact, few matchups in fighting games that are exactly 5-5, but that never seems to matter for balance.
People who are familiar with my posts know I pull the Guilty Gear example a lot in balance discussions - I do it because I find their model more instructive than more boring balance models like Starcraft. SC is essentially a compound R-P-S game at the unit level - this is an obvious way to get pseudo-perfect balance, but it's not nearly as interesting as Guilty Gear. GG uses a general system to curb instant-win buttons like infinite combos, but otherwise allows characters free reign. So where does the balance come from?
The balance comes from the fact that the players learn how to play each particular match - one of the reasons competitive GG has such a notorious learning curve is because learning how to play your own character isn't at all good enough; you have to learn how to play your character against every other character in the cast, and the strategy will be different (often radically so) for each opponent. At lower levels of play, the top-tier characters are plainly obvious, because they have easily abusable weapons that most casual and intermediate players don't know how to deal with. At higher levels it becomes much less obvious which character has the advantage in any particular match because the top players know how to work around the overpowered tools their opponents are using - even in cases where they have no direct counter.
I think GW could stand to learn something from this. A build that appears overpowered on-face isn't necessarily broken in general. It's difficult to conclude, after just a week or even a month of playing, that something is so overpowered that it really needs to be 'fixed'. Again, I'm not saying that nothing can ever actually be broken. But I think it's worth waiting to see if top players learn how to play around it before actually tweaking the skills. There's more potential for improvement and evolution this way than just killing overpowered stuff with the nerfbat.
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I can agree as a Guilty Gear Accent Core player myself. However, one thing about the Guilty Gear series is that aside from each of the unique build templates that underlie each character, the basic system of Guilty Gear grants each character a baseline set of extremely powerful defensive techniques that allow them to escape out of any situation, no matter how monstrous of a combo (aka, badlands loop) or handicap they might be caught up in.
Regardless of how broken a character might be (like testament, who can chain a character into a near endless badlands loop off a simple throw) each character has access to a burst cancel that can break enemy combos, faultless defense that sacrifices tension to prevent chipping damage from overpowered supers like Venom's Dark Angel (Yeah the big fat ball of doom we all hate), or in the most dire situations, an instant kill system that can turn the table of the match by putting everything into one desperate strike that can end the game (well, with the exception of Dizzy, but we all still love her anyway right?).
Unlike Guildwars, Guilty Gear XX:AC has a extremely balanced set of underlying rules that governs the most basic aspects of the game. Although each character in guilty gear might be blatantly overpowered in some way (Like Orders-Sol's cornertrap game, omg holy crap giant rock-slab sword to the face) the system is balanced out by the existence of underlying rules that allows any character to turn the tide of the match at any given moment.
Not only does this make Guilty Gear extremely fun, it allows balance because a player as the ability to crawl back from almost impossible odds and lead the match into some interesting developments.
Unlike Guilty Gear, Guildwars suffers because it doesn't have an underlying subsystem of similar defensive skills or rules that allow players to recover from cheapshot builds, griefer tactics like shadowform/escape characters, or cheap spikes like the former EC spike. The end result is that unlike Guilty Gear, in which the chance of victory always exists because a set of balanced governing rules, with Guildwars you find yourself constantly losing over choosing the wrong build, rather than getting outmatched as a player.
Underlying rules that grant defensive or survival options to a handicapped player or underpowered character are always prevalent in games in which balance and fun are exemplified, like Guilty Gear. The most successful PvP games all have underlying mechanics that grant players good options even while they are in the worst possible situations.
Take a look at the shield system from Halo, in which an unarmed player can be protected by a constantly recharging shield bar that can protect them long enough to find a weapon capable of killing the guy with the rocket launcher camped around the corner, or they can melee him to the back by sneaking up on him to score an instant kill.
Aside from the 8 skills brought into PvP in guildwars, there is no underlying set of skills or balance system aside from individual player builds that allows a player to effectively defend against someone abusing an overpowered build. When you are getting cremed by a turret ranger without something like SoA to minimize the damage, there is no burst cancel or shield bar thats going to save you from the overwhelming amount of overpowered damage flooding your character.
This is why balance in Guildwars fails, because when things in Guildwars become abusable, there is no subsystem of universal rules that allows a player to combat griefer builds or overpowered skills. In many cases, if your running the wrong build, you simply lose.
Anyway, burst you get a huge freaking cookie for playing Guilty Gear. When I get pissed off about retarded skill balances or broken stuff in Guildwars, the Ps3 goes on and someone gets the wrath of Necro's Anger or a FRC'ed Icespike to the face.
Paying 1000ectos +1200armbraces for a mini Dizzy.