Balancing the Triangle: Rethinking Gods’ Strengths and Weaknesses

Balancing the Triangle: Rethinking Gods’ Strengths and Weaknesses

Game Feedback: Balancing and Design Considerations

  1. Symptoms vs. Root Cause:
    • A symptom serves as a sign of an underlying issue but isn’t the cause itself.
    • In the game context, free beads are a symptom, not the root cause of gameplay dynamics.
    • Players’ safety improvements in Smite 1 stem from design choices, but the fundamental cause lies elsewhere.
  2. Design Triangle: Damage, Mobility, and Ease of Use:
    • Gods’ balance hinges on three factors: damage, mobility, and ease of use.
    • Currently, gods exhibit excessive strength with minimal weaknesses.
    • This imbalance leads to a race toward overpowering abilities and power creep.
  3. Practical Implementation: Example with Zeus:
    • Zeus, lacking mobility, should excel in high damage output.
    • His sole crowd control (CC) would be a short stun.
    • Design flexibility could allow abilities to adapt based on the player’s role.
  4. Trade-offs and Weaker Corners:
    • Gods shouldn’t excel in all three corners of the triangle.
    • As power increases, trade-offs should emerge (e.g., harder-to-use abilities or lower damage).
  5. Super Mobile Gods and Crowd Control:
    • Highly mobile gods should naturally lack immunity to CC or hard lockdown abilities.
  6. Difficulty in Dodging Abilities:
    • The game currently lacks the feel of a fighting game due to reduced skill shots.
    • Setup options are prevalent, making it easier to land abilities.
  7. Power Curve and Kit Weaknesses:
    • The overall power curve needs adjustment.
    • Some kits require more weaknesses and less strength.