It seems in competitive games with a healthy pro/esport community, balance is often different between the pro and casual levels. E.g. Class A tends to dominate Class B at the pro level, but Class B tends to dominate Class A at the casual level. If you try to make Class A relatively more powerful to make the experience better the majority of players, it will only exacerbate the imbalance among the minority of pros (which damages the health of the pro community). How do you prioritize/negotiate?
Ask a Game Dev
JANUARY 25, 2023
I might make UX modifications to encourage the player to choose the right move to use in the given situation. For example, if we wanted to make Class A from your example perform better against Class B at the casual level, we don’t necessarily have to modify the power of Class A or Class B.
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