Sean Murray of Hello Games is oft quoted for saying that players are good at identifying problems, but less good at naming the solutions. For this reason, this post will be a two-parter that first outlines the problems, and then I'll take a shot at naming some possible solutions.
Since Cleaver, now wearing the face of Nick like some kind of moustached jellycube zombie, has stated that rebalancing will indeed come, it feels worthwhile to mention where the pain points. Most of this is speaking from old memories.
Shard Bombs
This one is my particular bugbear, so I'm starting with them. I want to love them, but they are bad. The easiest way to highlight how bad is to compare the two direct competitors Dark Briar Barrage and Deadly Splinter Bomb:
- Charge time is equal
- DSB covers a significantly smaller area than DBB
- One hit from DSB is significantly weaker than DBB. In fact, two hits from DSB is still weaker assuming you hit Core + Shard. It's only double shard that you slightly pull ahead (and this must be against a weak target or with recon mark) and with core + 2 shard, the hit limit, that you can really win. This is against a single target whereas DBB has no trouble consistently doing its damage against all the 16 enemies that could mob you at once in an arena.
- Shard bombs explode at rand fuse times, so skill is not able to compensate for this on a per-bomb basis, the best you can hope for is to increase your average. This wouldn't be a problem if that was ever worth it.
- By design, shards disappear when you put it against a wall. Since the placement of shards are ever so slightly randomized, whether or not a shard will disappear cannot be predicted, only estimated.
- Enemies such as Vanaduke are able to act as walls that makes shards disappear.
In short, shards are small, weak, and unreliable compared to other bombs.
Catalyzer
Catalyzer and Neutralizer used to have great potential, now they don't even have that. As you might know, these guns used to be flipped. You would spam the highest-damage single-elemental attack on your enemy, then detonate it with the basic attack. This could be used to stack a basic mob with high damage while a boss was invincible, then push the enemy over and detonate them as the boss reveals, allowing you to effectively attack the boss where you'd otherwise be forced to twiddle your thumb.
The catalyzer change completely ruined it.
- The main point of the guns are now the basic attack. This is weaker than a blaster and has none of the knockback until you detonate it.
- The blast radius is so small that the charges will not only struggle to hit surrounding enemies, it will often miss the enemy to which it is attached.
- I need to say that a second time. Most of your attacks that hit, will miss. Stacking is a waste of time. In fact, using the basic attack at all is a waste of time. The basic attack is for breaking blocks and nothing else.
- You're probably not even going to get to detonate your tags because your teammate will kill the enemy with their brandish while the tags are still on it.
Swords
Due to the way the defence formula works, mixed-damage swords have about 60% more raw base damage than single-type swords. This allows them to inflict the same damage at +0 damage bonus. With easy and regular access to +4 and even +6, mixed-damage swords pull far, far ahead of its competitors. Divine Avenger, which is faster than Triglav, inflicts more damage against neutral targets on its combo. This is unintuitive and poorly balanced. This isn't even bringing in Acheron which does the same damage.
Acheron does the same damage as the biggest, hardest-hitting swords in the game while being fast and having an easy-to-use, nearly-unpenalized charge attacks that put out big damage in a long, consistent area. All of the other swords could be removed save for maybe Combuster and very little would change for most players most of the time.
Strikers don't have any benefits except for cool factor.
Armors
The state of armors is abysmal. This is well known so I'll go over it only briefly.
- There's like three good armors. Kat, Chaos, Skolver if you wanna safe it.
- Mad Bomber armor gives the same bonuses as Chaos and has all of the same penalties. The only difference is Chaos also has curse penalty, which almost never matters. In addition to curse being rare, the difference between being cursed while wearing either set is almost not worth thinking about. Both will prevent you from using your weapons for an upractically long time.
- There are far more armor sets than there is interesting playspace for armors. I'm pretty sure Monster Hunter Worlds has less armors than this game, yet it has, like, fifty different types of bonuses armors are capable of giving you from many types of resistances and bonuses you can build up with conditions.
- The "defensive" armors have barely more effective defense compared to class-based weapon armors.
- Plate armors are a joke. I'm not sure they will let you survive even one more hit compared to class armors.
- Defensive Trinkets aren't even a little worth it compared to health pendants even when used against matching elements.
And some of the problems I've identified. Here's solutions which you, as a game designer, can and possibly should ignore:
Shard Bombs
With three simple steps, shard bombs can be brought back to something resembling their former glory, in order of importance:
With this change implemented, let's try bombing something very big. For convenience, I'll use D24 numbers at max damage.
Before: 174 + 221 + 221 = 616
This implies a base damage of 239 + 286 before defense is deducted. We'll increase this 50%
After: 294 + 364 + 364 = 1022
This compared to:
In this perspective, does 1022 damage from a damage-focused, difficult-to-use bomb seem overpowered? I propose that the potential needs to be at least this high before it's worth considering.
If you remove the hit limit we get 294 + 364 * 8 = 3206. This seems a lot, but I ask you this: Which is easier? Hitting with a full charge of Blitz Needle, or stacking core + 8 shards on a single enemy? We all know the answer. Give the most difficult weapon the highest DPS potential.
Catalyzer
Alternatively revert the gun to its previous state where charge attacks attached. Blast radius must still be increased so that every tag can reliably hit the enemy it's attached to. I would also like the tags to attach to invincible targets such as Roarmulus and hitting the shield on trojans.
Swords
Every sword should be split damage, this would make it easier to equalize damage between them. If possible, Troika line could be split normal/normal. It seems strange, but it could then scale in the same was vs neutral targets as sealed swords can. Flourish and friends could be normal/piercing or piercing/piercing.
I believe this is mostly all swords need.
Armors
Honestly I'm at a loss here. Gunner armors are horrible and I think the game would be better off without most of them, but people have these things. The best thing would be a complete overhaul of the game's possible space of bonuses so that plate armors have a lot of poise and can tank through attacks that flinch people with other armors, while bombers armors reduce or eliminate the movement penalty for charging a bomb, maybe remove the trinket/weapon slot systems and attach it to armors so that gunner armors givbe + 1 weapon slot that specifically has to contain a gun, that kind of thing. I will not suggest any specifics. Please just do anything at all. Make Shadow Lair armors more than cosmetic trophies. Make Azure Guardian a good general-purpose armor that's not directly outclassed by Skolver. Make plate armors not a handicap you put on to do a challenge run. Make tanking an actual role people can play without stacking a million different bonuses and sprite skills teamwide.
A few things armors could do:
There's a lot that can be done. For inspiration you can look at the armors in Remnant: From The Ashes or any number of such games.
Thanks for reading this, if you have been.