In Ultra Street Fighter IV you have 44 characters yet despite this huge number of match ups they remain mostly unique (Even Ken and Ryu have distinct feels to them despite very similar move sets) and balanced.
For match ups we have to use this formula and plug in 44 for x as that’s the number of characters:
y(x) =x(x+1)/2
44(45)/2=990 match ups!
In Guild Wars 2 however it’s more complicated with teams of 5 so we’ll need a different formula to accommodate it:
(9 nCr 5)² / 2 + (9 nCr 5) / 2 = The need to determine (9C5) first:
9C5=9!/(5!*(9-5)!)
362,880/(120*(9-5)!)
362,880/(120*4!)
362,880/120*24
362,880/2,880
=126
Now that we have solved the combination:
126²/2 + (126)/2= 8,001 potential match ups in Guild Wars 2.
What about Street Fighter? This brings me to the second part of my tl;dr book: it is a game with simple mechanics, but from those simple mechanics comes deep tactical, strategic, and psychological play. You have multi hit combos where due to their complexity you risk getting frame trapped and countered if your precision isn’t just so, like missing a cancel or a link, and in chess you also have simple mechanics where genuine complexity and deep strategic play branch out of.
What makes RPG’s potentially great is the more complex base mechanics means potentially richer and deeper gameplay where even supercomputers can’t solve (if chess can’t even be solved and that’s a static turn based game within an absolute and established system then…) but usually degenerate (PvE wise and single player wise) into stacking damage and speed (in turn based games where it determines your turn) and hitting things really hard while saving MP and limit breaks for bosses. What this leads to is an unsatisfying experience in the long run going, “That’s it?” disappointed that the systems weren’t utilized to their full potential.
In this game there’s five man content that people solo successfully even without exploits. Now why? Why can’t they be scaled high enough where even a random Abjured/Astral member can’t solo, since five man content shouldn’t be solvable by just one person even the exceptionally skilled?
The solution I fear, while temporary, is a going back to basics. The base specs were mostly formed before elite specs entered the game and a simpler game is easier to balance. Get rid of most of the passive procs, cut down the number of utilities, and up the cooldown on powerful AoE’s like Mesmer wells (why isn’t well of action or recall meta?) or Tempest overloads. This would mean smart use of skills get rewarded while inefficient use of such skills get punished. Chess and Street Fighter have simple base mechanics and are very well balanced, and are designed in a way where skill plays a big impact. Skill is timing and tactical decision making.
Here’s a checklist of ways of potentially simplifying the game:
- Replace stealth with a reverse taunt that doesn’t allow the player to be targeted while still having the same effects in PvE. Stealth denies information to the opposing team, but that creates so many balancing issues. Without stealth classes can be rebalanced properly and makes the game closer to a complete information game.
- Cut down AoE’s, boons, and conditions.
- Get rid of most runes and eventually replace them with active proc runes.
- Many animations last slightly longer especially heals. This will increase scope for counterplay while still requiring skill to interrupt said abilities (slightly means slightly).
- Interrupt skills like distracting daggers have faster precasts.
- Nerf overall burst damage and healing. This gives people a chance you bursted down a chance to fight back. Even with best play they’d still lose but the onus would be on the attacker to skillfully finish the job and if he screws up his opponent can reset to equality but never to a big advantage like scrapper pre-patch unless the attacker screws up enough.
- Remove in combat speed and rebalance ability speeds and ranges accordingly.
- On Daredevil you can chain staff 1’s first two autoattacks and staff 2 successfully in a seamless transition while others are clunkier (You can’t dodge cancel out of staff 5 and the third autoattack, which we’ll call staff 1c.) You can also chain staff 1a, b, and fist flurry since staff 1c has an aftercast delay and the fact you can’t dodge out of staff 1 c means you’re vulnerable for that window with the exception of projectile attacks. This I feel is good game design and promotes skillful ability usage and completing an autoattack chain isn’t always best. All classes should have such seamless combos and clunky attempts that leave gaps in their play. This makes mechanical precision more important and accepting temporary vulnerability as a calculated risk.
- Ask ourselves, “What feels tacked on or forced?” And remove superfluous elements.
- Understand that much of Guild Wars 2’s mechanics stem from old turn based tabletop games and RPG’s that are turn based. Mechanics originally intended for turn based battles don’t always translate well to an action game where movement and positioning is key. There’s no evasion stat so Guild Wars 2 already took a step in the correct direction on this front.
- No hard counters, but soft counters. This ensures that while a match up may favor one class there’s still a decent chance for the countered class to win if he’s more skilled mechanically while equally skilled players means the soft counter will win most of the time.