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** MinionMaster: Calls multiple allies to fight for them.

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** MinionMaster: TheMinionMaster: Calls multiple allies to fight for them.
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* The UsefulNotes/{{Atari 2600}} provides competitive balance in two-player games by way of its difficulty switches, which gives novice players a slight gameplay advantage over stronger players or alternately gives stronger players a handicap to deal with novice players.

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* The UsefulNotes/{{Atari Platform/{{Atari 2600}} provides competitive balance in two-player games by way of its difficulty switches, which gives novice players a slight gameplay advantage over stronger players or alternately gives stronger players a handicap to deal with novice players.
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** SkillGateCharacter: Meant to feel powerful and accessible in the hands of a beginner, but has trouble keeping up with better characters at higher levels of play.

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** SkillGateCharacter: SkillGateCharacters: Meant to feel powerful and accessible in the hands of a beginner, but has trouble keeping up with better characters at higher levels of play.
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* Being entirely PvP and having a booming competitive scene, ''Videogame/Dota2'' relies on multiple angles of balancing to keep the game in a stable state:

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* Being entirely PvP [=PvP=] and having a booming competitive scene, ''Videogame/Dota2'' relies on multiple angles of balancing to keep the game in a stable state:
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* ''VideoGame/GTFO'' has 4 melee weapons that all have advantages and disadvantages over each other.

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* ''VideoGame/GTFO'' ''VideoGame/{{GTFO}}'' has 4 melee weapons that all have advantages and disadvantages over each other.
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* ''VideoGame/GTFO'' has 4 melee weapons that all have advantages and disadvantages over each other.
** The Sledgehammer has high base damage, and is generally useful in any situation, making it a good Jack-Of-All-Trades weapon that doesn't excel in any particular category.
** The Spear has lower damage than the sledgehammer but has the longest reach out of any melee weapon and can pierce targets, allowing you to hit multiple enemies with a single thrust, making it a very low-risk weapon that excels in zoning enemies.
** The bat charges attacks faster than either the spear or sledgehammer and consumes far less stamina than they do, and it excels in staggering enemies and breaking environmental objects (such as locks), but this is offset by low base damage.
** The knife has the lowest base damage of any weapon, but it has a hidden 2x damage multiplier against sleeping enemies, has the fastest charge time of any weapon, and the attacks consume no stamina. Kills with the knife also make less noise than the other 3 melee weapons, so enemies are less likely to wake up if you kill sleeping enemies in close proximity. The knife excels in stealth situations and fights against smaller, weak enemies, but is the worst option for larger enemies.
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** ''VideoGame/SuperSmashFlash2'', another fan project, also aims for this as part of their goal for professional quality. In v0.9a, the CharacterTiers are so close together that the [[http://forums.mcleodgaming.com/viewtopic.php?f=4&t=37956 official chart]] has the borders blurred. Very noticeable in some cases, such as [[Manga/{{Bleach}} Ichigo]], one of the characters ranked lowest.[[note]]20 out of 26[[/note]] having a clear advantage against all three of the characters in the S Tier.[[note]]VideoGame/SonicTheHedgehog, [[Franchise/{{Pokemon}} Jigglypuff]], and [[Franchise/{{Pokemon}} Pikachu]], in descending order. Ichigo has the upper hand because all three rely on close range, while his main strength is a massive disjointed hitbox in [[{{BFS}} Zangetsu]], giving him a solid defense in close combat.[[/note]]

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** ''VideoGame/SuperSmashFlash2'', another fan project, also aims for this as part of their goal for professional quality. In v0.9a, the CharacterTiers are so close together that the [[http://forums.mcleodgaming.com/viewtopic.php?f=4&t=37956 official chart]] has the borders blurred. Very noticeable in some cases, such as [[Manga/{{Bleach}} Ichigo]], one of the characters ranked lowest.[[note]]20 out of 26[[/note]] having a clear advantage against all three of the characters in the S Tier.[[note]]VideoGame/SonicTheHedgehog, [[note]]Franchise/SonicTheHedgehog, [[Franchise/{{Pokemon}} Jigglypuff]], and [[Franchise/{{Pokemon}} Pikachu]], in descending order. Ichigo has the upper hand because all three rely on close range, while his main strength is a massive disjointed hitbox in [[{{BFS}} Zangetsu]], giving him a solid defense in close combat.[[/note]]
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* MechanicallyUnusualFighter: A character who is mostly defined by an unique gimmick. Its effectiveness depends on how much the player can exploit said gimmick and how much the opponent character has the tools to counter it.

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* MechanicallyUnusualFighter: A character who is mostly defined by an a unique gimmick. Its effectiveness depends on how much the player can exploit said gimmick and how much the opponent character has the tools to counter it.



* PowerfulButInaccurate: Great when it works, but more than likely to fail. High risk, high reward.

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* PowerfulButInaccurate: Great when it works, but more than likely to fail. High risk, high reward.



In cooperative context, where each member of a team is balanced in how they contribute to the group's success, see AnAdventurerIsYou. If you apply Competitive Balance to factions or countries instead of characters or units, then you get ACommanderIsYou. When a former boss is PromotedToPlayable, they will usually be retooled to fit one of the above.

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In a cooperative context, where each member of a team is balanced in how they contribute to the group's success, see AnAdventurerIsYou. If you apply Competitive Balance to factions or countries instead of characters or units, then you get ACommanderIsYou. When a former boss is PromotedToPlayable, they will usually be retooled to fit one of the above.

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skill gate character has a foil, added to main list and removed from see also


* Player Skill
** DifficultButAwesome: Among the most inept characters in the hands of a beginner, but among the most powerful of the cast once the player has overcome the hurdle of learning to use their abilities.
** SkillGateCharacter: Meant to feel powerful and accessible in the hands of a beginner, but has trouble keeping up with better characters at higher levels of play.



* SkillGateCharacter: Meant to feel powerful and accessible in the hands of a beginner, but has trouble keeping up with better characters at higher levels of play.



See Also; DifficultButAwesome: where the balancing factor is skill required; and SkillGateCharacter: where utility/balance are lower in exchange for ease-of-use. SuperTrope to BalancePowerSkillGimmick which is usually a PowerTrio of JackOfAllStats, MightyGlacier, FragileSpeedster and something else for variety.

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See Also; DifficultButAwesome: where the balancing factor is skill required; and SkillGateCharacter: where utility/balance are lower in exchange for ease-of-use. SuperTrope to BalancePowerSkillGimmick which is usually a PowerTrio of JackOfAllStats, MightyGlacier, FragileSpeedster and something else for variety.
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** [[RocketTagGameplay All players have a swift-to-deplete 100 HP]], so main weapons are built with range and kill speed being inversely proportional to each other. Backline weapons, like certain Chargers and Splatlings, [[LongRangeFighter can attack from a long distance]], but they take a longer time to splat opponents. [[CloseRangeCombatant Short-range weapons]], like many Shooters and Rollers, can't approach a longer-ranged weapon head-on, but they use the maps' flank routes and cover -- as well as concealment in their own ink -- to safely get close enough to their opponents to deal lethal damage in a shorter amount of time.
** Rollers, Sloshers, and Blasters have very low fire rates compared to other weapon classes, but those weapon classes are less aim-intensive and have big hitboxes that can hit over ledges. Blasters' are relatively small, but they have the unique ability to land indirect hits around corners.

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** [[RocketTagGameplay All players have a swift-to-deplete 100 HP]], so main weapons are built with range and kill speed being inversely proportional to each other. Backline weapons, like certain Chargers and Splatlings, [[GatlingGood Splatlings]], [[LongRangeFighter can attack from a long distance]], but they take a longer time to splat opponents. [[CloseRangeCombatant Short-range weapons]], like many Shooters and Rollers, can't approach a longer-ranged weapon head-on, but they use the maps' flank routes and cover -- as well as concealment in their own ink -- to safely get close enough to their opponents to deal lethal damage in a shorter amount of time.
** Rollers, Sloshers, and Blasters have very low fire rates compared to other weapon classes, but those weapon classes are less aim-intensive and have big hitboxes that can hit over ledges. Blasters' are relatively small, but they have the unique ability to land [[AreaOfEffect indirect hits hits]] around corners.



** The weapon kits of the traditional long-range Chargers, either the Splat Charger or the [[MinMaxing extra]]-long-range E-Liter, each have an unscoped variant and a scoped variant[[note]]with sub and special weapons being identical[[/note]]. The unscoped Chargers can store a full charge in swim form (for added stealth to somewhat bypass their charge times with), and maintain their peripheral vision when charging; but scoped Chargers have slightly longer range and zoom in to their targets for added precision.

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** The weapon kits of the traditional [[SniperRifle long-range Chargers, Chargers]], either the Splat Charger or the [[MinMaxing extra]]-long-range E-Liter, each have an unscoped variant and a scoped variant[[note]]with sub and special weapons being identical[[/note]]. The unscoped Chargers can store a full charge in swim form (for added stealth to somewhat bypass their charge times with), and maintain their peripheral vision when charging; but scoped Chargers have slightly longer range and zoom in to their targets for added precision.

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* ''VideoGame/MondayNightCombat'''s six classes are pretty evenly distributed. The Assault is the JackOfAllStats, being mobile but not too mobile, powerful but not too powerful, etc. The Tank is the MightyGlacier, existing to slowly plod his way through the level to the enemy base and then break stuff, which he does incredibly well. The Support is the SquishyWizard, being a combination [[TheEngineer engineer]] and [[TheMedic medic]] with some [[TheTurretMaster turret and bot buffs]] thrown in. The Assassin is the FragileSpeedster, having a frightening run speed and an absolutely ''brutal'' backstab attack. The Gunner is the StoneWall, designed to shred enemy players that wander too close. Finally, the Sniper is the GlassCannon, built around picking off enemies before they get into attacking range.


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* ''VideoGame/MondayNightCombat'''s six classes are pretty evenly distributed. The Assault is the JackOfAllStats, being mobile but not too mobile, powerful but not too powerful, etc. The Tank is the MightyGlacier, existing to slowly plod his way through the level to the enemy base and then break stuff, which he does incredibly well. The Support is the SquishyWizard, being a combination [[TheEngineer engineer]] and [[TheMedic medic]] with some [[TheTurretMaster turret and bot buffs]] thrown in. The Assassin is the FragileSpeedster, having a frightening run speed and an absolutely ''brutal'' backstab attack. The Gunner is the StoneWall, designed to shred enemy players that wander too close. Finally, the Sniper is the GlassCannon, built around picking off enemies before they get into attacking range.
* ''Franchise/{{Splatoon}}'' balances main weapons based on how they control the space around them.
** [[RocketTagGameplay All players have a swift-to-deplete 100 HP]], so main weapons are built with range and kill speed being inversely proportional to each other. Backline weapons, like certain Chargers and Splatlings, [[LongRangeFighter can attack from a long distance]], but they take a longer time to splat opponents. [[CloseRangeCombatant Short-range weapons]], like many Shooters and Rollers, can't approach a longer-ranged weapon head-on, but they use the maps' flank routes and cover -- as well as concealment in their own ink -- to safely get close enough to their opponents to deal lethal damage in a shorter amount of time.
** Rollers, Sloshers, and Blasters have very low fire rates compared to other weapon classes, but those weapon classes are less aim-intensive and have big hitboxes that can hit over ledges. Blasters' are relatively small, but they have the unique ability to land indirect hits around corners.
** The Rapid Blasters and the S-BLAST's long-range mode can poke at enemies from a long distance, so their explosions are smaller to compensate. Conversely, the [[SkillGateCharacters Skill Gate Weapon]] of the class, the Clash Blaster, unstealthily alerts opponents with the fastest fire rate of Blasters and a short range, but it has the largest explosions too.
** The weapon kits of the traditional long-range Chargers, either the Splat Charger or the [[MinMaxing extra]]-long-range E-Liter, each have an unscoped variant and a scoped variant[[note]]with sub and special weapons being identical[[/note]]. The unscoped Chargers can store a full charge in swim form (for added stealth to somewhat bypass their charge times with), and maintain their peripheral vision when charging; but scoped Chargers have slightly longer range and zoom in to their targets for added precision.
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Crosswicking an updated version for consistency.


** CloseRangeCombatant: Trish’s primary weapon isn't actually the Sparda Sword this time around; it’s her fists, which either do weak damage or have to be charged to be truly effective -- both of which means it takes her time to defeat enemies. Furthermore, she doesn’t have a lot of options in mobility, instead having attacks which bring enemies to her or keep them stationary to help give her time to attack.
** GlassCannon and LongRangeFighter: Lady is this. She doesn't have access to a Devil Trigger like other characters do, thus lacking their regenerating health in that mode and her limited melee attacks are incredibly slow and comparatively weak. To compensate, a lot of her long-ranged moves involve a hailstorm of bullets and high explosives, and she has a meter in place of the DT Gauge which allows her to cover her surroundings with extremely deadly grenades.
** JackOfAllStats: Nero doesn’t have access to other weapons or Styles as the other characters do, but he also doesn’t have a lot of glaring weaknesses in mobility or defence, as he has both a dodge move and the ability to move himself or enemies around with his Devil Bringer. Furthermore, with his Red Queen’s Exceed gauge and his Devil Bringer attacks, he can upgrade his modest abilities to do a lot more damage.
** LightningBruiser: Vergil loses a lot of the versatility he had with Dark Slayer Style in ''3'', but he more than makes up for it with a wide repertoire of attacks which come out very fast, hit very hard, and can cause him to positively zip around. In his Devil Trigger mode, he takes this up a notch... even by the standards of this franchise!
** MasterOfAll: Dante, who can switch between the first four styles mentioned in ''3'', plus allowing him to switch between seven different weapons, which altogether makes him very versatile without sacrificing anything. Actually using all of his myriad attacks and mechanics to their fullest potential requires [[DifficultButAwesome lots of time and practice]].

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** CloseRangeCombatant: Trish’s Trish is a CloseRangeCombatant. Her standard primary weapon isn't actually the Sparda Sword sword this time around; it’s it's her fists, Bare Knuckle playstyle utilizing mostly her fists and kicks, which either do weak damage or have to be charged {{charged|Attack}} to be truly effective -- - both of which means mean it takes her time to defeat enemies. Her moveset with the Sparda sword is akin to an alternate [[StanceSystem Style]], but it's just as melee-focused. She also has her Luce & Ombra handguns and the Pandora briefcase as ranged weapons, but they have fewer moves than Dante's counterparts. Furthermore, she doesn’t doesn't have a lot of options in mobility, instead having attacks which bring enemies to her her, or keep them stationary to help give her time to attack.
** Lady is a GlassCannon and LongRangeFighter: Lady is this. LongRangeFighter. She doesn't have access to a Devil Trigger like other characters do, thus lacking their regenerating health {{regenerating health}} in that mode and her mode. Her limited melee attacks are also incredibly slow and comparatively weak. To compensate, a lot [[CripplingOverspecialization many of her long-ranged moves deal significant damage]] or involve a hailstorm of bullets and high explosives, and she has a meter in place of the DT Gauge which allows her to cover her surroundings with extremely deadly grenades.
** JackOfAllStats: Nero doesn’t is the JackOfAllStats. He doesn't have access to other weapons [[RealTimeWeaponChange swappable weapons]] or Styles as the other characters do, but he also doesn’t doesn't have a lot of glaring weaknesses in mobility or defence, as he has both a dodge move and the ability to move himself or enemies around with his Devil Bringer. Bringer's Snatch. Furthermore, with his Red Queen’s Queen's Exceed gauge mechanic and his Devil Bringer attacks, Bringer's [[GrappleMove Buster]], he can upgrade his modest abilities to do a lot more damage.
** LightningBruiser: Vergil is a LightningBruiser. He loses a lot of the versatility he had with Dark Slayer Style in ''3'', but he more than makes up for it with a wide repertoire of attacks which come out very fast, hit very hard, and can cause him to positively zip around. In his [[SuperMode Devil Trigger Trigger]] mode, he takes this up a notch... playstyle further, even by the standards of this franchise!
** MasterOfAll: Dante, Dante is the MasterOfAll, who can switch between the first four styles mentioned in from ''3'', plus allowing him to switch between seven different weapons, which altogether makes him very versatile without sacrificing anything. Actually Effectively using all of his myriad attacks and mechanics to their fullest potential requires [[DifficultButAwesome lots of time and practice]].
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* [[FourElementEnsemble The four Bending Arts]] in the Franchise/AvatarTheLastAirbender series' follow this general balance.

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* [[FourElementEnsemble [[ElementalPowers The four Bending Arts]] in the Franchise/AvatarTheLastAirbender series' follow this general balance.

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