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balancing.md

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This document contains the various current balancing proposals

Zelda Mode

Proposed by Juanba: https://discord.com/channels/1145762453658026104/1145762454106800149/1198713702552178808

Remove RPG elements entirely, letting the player focus on the more Zelda-like aspects of the game: dungeon crawling and exploration.

  • Experience and equipment are disabled.
  • Enemies are level 1.

Pros

  • Deals cleanly with the equipment question so we don't have to think about it.

Cons

  • No arts, which will lead to boring combat.
  • Making combat more interesting will lead to a run with almost no challenge.
  • Limited customization of playstyle.

Zelda Mode+

Proposed by me, right now.

Remove most RPG elements, but add them back in a limited way so that there is some progression.

  • Experience is disabled.
  • Lea is ~level 10.
  • Enemies range from ~level 10 to ~level 20.
  • A few levels of progressive gear are available, which raise your level to ~level 20.

Pros

  • Mimics a Zelda randomizer more closely.
  • Enemies are initially hard to beat but get easier as you receive more progressive equipment.
  • You can still face the final boss with limited gear, but it will be easier with better gear.

Cons

  • Limited arts, limited customization of playstyle.
  • Might be extremely difficult to balance.

Global Boost Mode

Proposed by CodeTriangle: https://discord.com/channels/1145762453658026104/1157002643177230368/1196284030698668142

Allow the player to boost at their leisure, but keep the challenge with the bosses.

  • Initially decrease all enemy levels to a universally low band of values, i.e. ~level 4 to ~level 15
  • Shuffle boosters into the pool, each of which boosts the level of every enemy by ~10 levels.
  • Bosses retain their vanilla levels (with an optional multiplier perhaps) and do not boost like most enemies.
  • Bosses are not in logic until Lea has enough boosters to surpass their level.

Pros

  • Even and fair gradient for leveling up.
  • Maintains challenge by requiring the player to beat a level 60 creator (but allows them to level past it for an easier fight anyway).
  • Ensures the player can make the game as easy or as hard as they want at any moment.

Cons

  • May require large amounts of back-and-forth to find the enemies that are actually at your level once a booster is engaged.
  • May lead to a serious grind.
  • The interface to activate this would be annoying to access.

Get Down to My Level

Proposed by CodeTriangle: https://discord.com/channels/1145762453658026104/1157002643177230368/1171185795231662151

  • Everything is vanilla except enemies are only normalized down, not up.

Pros

  • Allows the player to grind to the max level in the area that they will need.

Cons

  • Encourages players to just grind levels wherever they are even if that means grinding from level 10 to level 40 in So'najiz.

Level Zones

Proposed by GodlFire: https://discord.com/channels/1145762453658026104/1157002643177230368/1196867964532707368

  • Experience is turned off.
  • Each area is assigned a band of levels, in a logical manner.
  • Progressive levels are items.
  • Areas are not in logic until the player has enough levels to reach it.

Pros

  • There will be a logical path that has enemies at your level so its not just a curb stomp or getting stomped.
  • You retain the idea of getting stronger as you progress through the seed as older zones are now much lower level. (editado)

Cons

  • Requires progressive levels in order to work as intended.