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» Update Round-Up

05/16/2015 - Friday Update #128

This week, we’ve been doing some more design work on some of the key values for powers, especially damage and accuracy, with an emphasis on trying to come up with a formula that will let them be balanced with each other, so that we can determine which powers are better than others.
This is very straightforward when dealing with only one value - for example, if a power has a base damage 10, and another has a base damage of 5, then going purely by damage, that power is twice as good as the other one. But it becomes more complicated when another value is added – for example, if the power with base damage 10 has base accuracy 55%, and the power with base damage 5 has a base accuracy of 65%, then it’s no longer so easy to set a comparative worth between the two powers.
Things get even more complicated when further values are added in, such as range, recharge time, casting time, and so on, especially with range, as ranged powers naturally have a lot more range than melee powers, making them automatically “better”.
Factors outside the powers themselves also have to be considered – values for buffs and debuffs can have their effectiveness and worth affected by the team size, or the number of enemies being fought, which makes grading them even harder, so it’s going to be quite a long and complex process to arrive at the basic worth of each power.

Have a heroic/villainous weekend!

The Heroes and Villains team