One way to balance player abilities in a multiplayer team game is to consider those abilities along two scales:
Casual vs
Skillful and
Individualistic vs
Synergistic.
Casual qualities require little effort to utilize effectively, while
Skillful qualities require faster reflexes and greater effort to utilize effectively.
Individualistic qualities can be fully realized by yourself, while
Synergistic qualities require other players to maximize their potential.
Casual (Low tier)
• Un-aimed effects (tab-target effects, self-target effects, self-origin radial effects)
• Instant effects
• Slow pace
(Mid tier)
• Forgivingly aimed effects (cone effects, large projectiles)
• Forgivingly timed effects
• Moderate pace
Skillful (High tier)
• Precisely aimed effects (hit scan, small projectiles)
• Precisely timed effects
• Fast pace
Individualistic (Low tier)
• Single target effects
• Instant effects
• Guaranteed effects (100% chance of success, homing projectiles)
• Permanent effects (damage, healing)
(Mid tier)
• Small area effects
• Short duration
• Reliable effects (high chance of success, fast projectiles)
• Temporary status effects that you can combo with (crowd control)
Synergistic (High tier)
• Large area effects
• Long duration
• Unreliable effects (low chance of success, slow projectiles)
• Temporary status effects that teammates can easily synergize with (crowd control)
The qualities of each ability determine where it falls on both scales.
Casual and
Individualistic qualities are generally easier to learn and utilize, while
Skillful and
Synergistic qualities are generally more difficult to learn and utilize. To reward
Skillful and
Synergistic play, abilities that exhibit qualities that are closer toward those ends of the scales should be slightly more powerful.
A system like this can be used to balance abilities or optimize skill point expenditure. Let’s take the Mage archetype’s Implosion ability as an example (
https://ashesofcreation.wiki/Implosion). At rank 1, Implosion launches a powerful burst of fire (fireball) at a single target. This sounds like a projectile attack that deals a considerable amount of damage to the target hit. Without actual statistics on the ability, we have to make some assumptions, but it seems to lean toward the
Casual side of the
Casual vs
Skillful scale, having forgiving aim (assuming it launches a large projectile), an instant effect, and slow pace (assuming it has a long cooldown due to its high damage). It also seems to be mostly
Individualistic on the
Individualistic vs
Synergistic scale, affecting a single target, and having an instant reliable permanent damage effect. At rank 2, Implosion becomes a burn (damage over time) effect. This makes the ability slightly more
Synergistic by providing a longer period of time that players can potentially stack other effects with. At rank 3, Implosion gains an area of effect around the target, making it even more
Synergistic by enabling it to take advantage of effects that cluster creatures together.
I imagine ability augments should be designed to slide abilities along these scales one way or the other. That way players can customize their character to their playstyle.