CO: More notes on balance, reinforcements, and coming attractions

Bill Roper chats on the current questions of balance.

We’re really working hard right now to dial the difficulty in from both ends of the spectrum. Some builds are very challenging to play, while others are still far too easy. The powers that are dramatically out of balance on either end of the spectrum are the easiest to identify and fix. As we’re finishing this first pass, we’re starting a more refined, surgical look at the powers so we can continue to make as many different combinations of powers fun to play.

I can’t say that I’ve found any combos that are overly easy to play.

What changes are being made to the threat system, particularly on the matter of zone mobs chain-pulling on players in groups?

What players are seeing is something in our reinforcement system at work. Champions Online isn’t a “pull one monster and everyone beat on it” style of game like most MMOs. When you solo through an area, encounter groups (usually 2-3 enemies) interact with you on a group-to-hero basis. When multiple heroes – whether on a team or not – attack these encounter groups, they’ll run and get help because they’re outgunned. A particular enemy from the encounter group gives off a “tell” that they’re running to get reinforcements, usually in the form of a chat bubble. Then they run off to get help. Players can use tactics to stop that enemy from getting reinforcements. This system allows us to scale for to multiple heroes clearing out an area, especially outdoors where people tend to get into the formal structure of a team less often than in instances. To be very clear – there isn’t random “chain-pulling” of enemies onto a player. This is a designed system that takes effect when numerous heroes fight encounter groups.

This doesn’t actually bug me all that much. Indeed, I actually think it’s a good thing.

We have a list of things that just missed the cut that we’re working on now. This includes being able to skip the tutorial after having completed it once with a hero, improving the functionality of the teaming system, doing some refurbishing to the very popular Powerhouse, and a few other things that we just haven’t prioritized yet.

Good to hear, on all accounts.

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