Keep it Balanced! And keep on balancing! (from a DS player)

<— Dragon Soul player here (Per Blue’s other game)

Just like my title suggests:

Please consistently balance the game with almost every update if possible. Once the game becomes a cookie cutter, it will die a slow death, just like what Dragon Soul has been experiencing.

Right now, the balance is steady since the game is new, but future hero dumps will/may eventually favor certain heroes. When the variety dies, so will the game.

I know balance updates will be annoying/frustrating at first but players will get used to it and even look forward to it. I hated the fact that my favorite looking heroes/costumes in Dragon Soul were completely trash.

Other things to look out for that will eventually break the game in future promo/cap raises:
-too much conservation (may already be happening)
-too much tenacity
-too much dodge/accuracy
-too much life steal (whether it is normal or fantastic damage that triggers it)
-too much improved healing (early Dragon Soul problem)
-too much starting energy (huge, huge, huge cookie cutter problem if/when this happens)
-too much expertise (if this stat ever gets introduced into this game)
-too much stacking boosts based on high percentages (Dragon Soul Example: Dust Devil legendary/orange skill that eventually boosted beyond 100% damage combined with Ocean runes that added another 25-30% damage on Wee Witch, resulting with a one shot insta kill on the other team)

All this stuff, along with a ton of other things that I’ve probably missed, will DEFINITELY break the game into another cookie cutter game at end game/cap.

Balance is key!!!

Especially remember that when you guys start to introduce contests (if you ever do… I personally hope not). Back to back contests burns out the players desire to play or compete. Keep it fun, ideally 10-14 days apart, and bring a variety that do not only target wallet warriors. Leave the rank prizes for big spenders and keep the progressive prizes achievable for all players.

I’ve been enjoying the game so far since its fresh (with newly released features), but I’m wary of your past history.

PerBlue actually did a lot of balancing early on in Dragonsoul (and Portsl Quest).

But they sold it 18 months ago, so most of the issues you have now were created, enhanced or ignored by Gree, the current owners.

This.

Plus judging by gear and formulas they’ve already learned some lessons.

  • Most of the energy perks in skills are static and not affected by skill level / expertise.
  • Armor / arpen / crit formulas are affected by players’ levels much stronger.
  • Tenacity’s formula is completely different too.
  • The skills numbers scale much better from their level, they’re not linear, that makes gear balancing easier.
  • I do hope that life steal won’t even make it into a game as a stat, as is dodge. They’re fine if given to certain heroes as skills/perks, like now with Jessie.
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I really do appreciate the differences between this game and DS for now as mentioned above. But just wanted to point out the ugly from Dragon Soul, in hopes that Per Blue will avoid those pitfalls.

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