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How do you Limit Powerful Powers?

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TheMightyPaladin
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How do you Limit Powerful Powers?

I'm not making a suggestion here, I'm asking for information.
As I see it you have 3 options for limiting the more powerful powers in order to maintain game balance:
1) endurance cost
2) recharge rate
3) making it only available at high levels.
You may have other methods, I don't know about.

My question is how do you decide which to use on any particular ability?
is there a set standard, is it a matter of whatever tickles you at the moment?
is it a subject open to discussion?
Is it a possible area for power customization?

OK that's more than one question, but each one lead to the next.

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Tannim222
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There are not always the same

There are not always the same answers to every application of what may be considered a powerful power.
Recharge, cost, and levels are all factors that our power designer use under the hood, but those are just the starting point.

Depending upon the type of power being designed there may be game play factors involved. Certain power sets may utilize Momentum in some manner and those stand out powers may be comparatively average to other similar powers but when the set's momentum effect is factored is when you get the wow factor.

Another part of this is the power set frame work. Using a frame work provides a reliable method for designing sets that work similarly to one another at their base. These frame works are designed around an intended play style of the set. It also makes sure designers don't start off with sets that don't flow well from power to power and operate comparatively to other similar sets.

Then there are other factors that can be utilized are implementing limitations. This can be something like a snipe attack that does low damage but is quick to fire off if clicked, but if charged and it roots the character for the duration of the charge, but the pay off is a more accurate higher damaging attack.

And in practically every video game (and most pnp) games is the math supporting all of this. Most games use one or more formulas for designing things that characters do like attacks, defense, or buffs.

Power customization won't play a part in what powers in sets do other than any possible augments or refinements applied to them. And that actually has less to do with power customization than improving the power. Customizing is the aesthetics of the power. Players won't be directly altering the base functions of a power.

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Brand X
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Animation time with recharge

Animation time with recharge speed and damage strength. Though with what it sounds like for CoT, I was wondering if all similar powers would have an equal animation time.

Though I'm sure even in CoT there will be a list of best to worst in terms of power sets, just like CoH.

Tannim222
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Animation time so far as the

Animation time so far as the old fame was concerned only really mattered when looking at maximum damage per activation in obtaining the best optimal attack chain. Good for determining the upper bounds of a given set's possible performance too. But I wouldn't say animation time is a major factor in designing a single "powerful power", but does play a role.

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Radiac
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You also have control knobs

You also have control knobs like Range, Area--er, I mean, Volume of Effect, max number of targets, secondary effects (like added chance to stun, immobilize, etc).

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Brand X
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Tannim222 wrote:
Tannim222 wrote:

Animation time so far as the old fame was concerned only really mattered when looking at maximum damage per activation in obtaining the best optimal attack chain. Good for determining the upper bounds of a given set's possible performance too. But I wouldn't say animation time is a major factor in designing a single "powerful power", but does play a role.

i just remember CoH devs thinking it enough of a factor, that alternate power animations had to have the same animation time. I figured (could totally be wrong) it would be no different with CoT.

Brutum
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I do hope that if there are

I do hope that if there are abilities which can be "charged" like that snipe ability you guys are careful with it. I know you guys have stated many times you are avoiding twitch combat but that does sound vaguely familiar to how CO works with things like having to charge up haymaker to do optimal damage but with the added risk of them being able to take a step back and out of the way completely. Or the ability snipe itself for that matter haha. Not nitpicking you just an observation.

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Tannim222
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Brutum wrote:
Brutum wrote:

I do hope that if there are abilities which can be "charged" like that snipe ability you guys are careful with it. I know you guys have stated many times you are avoiding twitch combat but that does sound vaguely familiar to how CO works with things like having to charge up haymaker to do optimal damage but with the added risk of them being able to take a step back and out of the way completely. Or the ability snipe itself for that matter haha. Not nitpicking you just an observation.

On this you can be assured we are being careful. Charged powers are purposefully implemented and won't appear in every set within the game. And since we aren't using twitch reactions to aim or dodge, your target moving won't affect charged powers (other than the target moving out of range completely), but there is the risk of having the attack interrupted.

Brand X wrote:

Tannim222 wrote:
Animation time so far as the old fame was concerned only really mattered when looking at maximum damage per activation in obtaining the best optimal attack chain. Good for determining the upper bounds of a given set's possible performance too. But I wouldn't say animation time is a major factor in designing a single "powerful power", but does play a role.

i just remember CoH devs thinking it enough of a factor, that alternate power animations had to have the same animation time. I figured (could totally be wrong) it would be no different with CoT.

Analysis of the initial implementation of animation times within CoH reveals that it wasn't actually factored into a set's performance. This understanding only came years later. Then later the attempt to apply some form of standardization of animations times - particularly some ranged attacks due to Blaster's updated inherent power requiring some standardization. But also because of the better understanding the devs had in the role animations times played with the game. Alternate animations needed the same animation time because the animation time was baked into the power itself. It wasn't until arbiter Hawk wormed his way through the code and sorted out a solution to alterable animation times which is where Titan Weapons got its hook with its momentum effect.

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Brutum
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Hmm, I see. So what exactly

Hmm, I see. So what exactly is the difference between them "dodging" and moving out of the way completely in that case? For example the enemy suddenly backing up 5-15 feet right before the end of a melee charge without using a vanish ability or such.

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Tannim222
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Brutum wrote:
Brutum wrote:

Hmm, I see. So what exactly is the difference between them "dodging" and moving out of the way completely in that case? For example the enemy suddenly backing up 5-15 feet right before the end of a melee charge without using a vanish ability or such.

The simple solution is that the attack is cancelled (is stopped without forcing recharge or energy cost - it is not "fired"). Certainly charging.an attack requires strategic use and placing it on a male attack would have to be carefully applied compared to a snipe attack which has a great range to work with. The difference is dodging an attack means the attack is fired, costed in energy use and goes into cool down, and missed because the target moved out range at the right exact moment.

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I am glad this is getting a

I am glad this is getting a lot of thought. I've seen people rage quit over their main getting nerfed. One of the main complaints about CO is the underpowered nature of their controller/buffer/debuffer equivalents. Getting balance as right as possible for launch is important.

Almost as important is transparently discussing the reason for any nerf that becomes necessary. I suggest a process for this be developed and used/tested during the beta. This is important to maintain the faith and goodwill of your player base.Players will min/max to the point of breaking the game after all.

These are concepts that y'all probably discuss in your staff meetings, but I just wanted to state them as you get into the nitty gritty of game design and implementation.

Brand X
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Brighellac wrote:
Brighellac wrote:

I am glad this is getting a lot of thought. I've seen people rage quit over their main getting nerfed. One of the main complaints about CO is the underpowered nature of their controller/buffer/debuffer equivalents. Getting balance as right as possible for launch is important.
Almost as important is transparently discussing the reason for any nerf that becomes necessary. I suggest a process for this be developed and used/tested during the beta. This is important to maintain the faith and goodwill of your player base.Players will min/max to the point of breaking the game after all.
These are concepts that y'all probably discuss in your staff meetings, but I just wanted to state them as you get into the nitty gritty of game design and implementation.

Speaking of which, don't make CO's mistake and nerf every power the first day of launch.

JayBezz
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Brand X wrote:
Brand X wrote:

Speaking of which, don't make CO's mistake and nerf every power the first day of launch.

Amen. Lets really listen to the beta players concerns when it comes to combat for EACH role.

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