History Main / CompetitiveBalance

16th Jul '16 1:09:17 PM DoctorTItanX
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* CloseRangeCombatant: Powerful up close but poor or useless at long range
* LongRangeFighter: Powerful at long range but poor up close
* FragileSpeedster: Sacrifices toughness for mobility
* MightyGlacier: Sacrifices mobility for strength
* GlassCannon: Can dish it out, but can't take it
* StoneWall: Can take it, but can't dish it out

to:

* CloseRangeCombatant: Powerful up close but poor or useless at long range
range.
* LongRangeFighter: Powerful at long range but poor up close
close.
* FragileSpeedster: Sacrifices toughness for mobility
mobility.
* MightyGlacier: Sacrifices mobility for strength
strength.
* GlassCannon: Can dish it out, but can't take it
it.
* StoneWall: Can take it, but can't dish it outout.



** BlackMage: Uses special abilities offensively (the nuker), usually lacks defensive options

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** BlackMage: Uses special abilities offensively (the nuker), usually lacks defensive optionsoptions.



* ''StreetFighter'' has not all that much of a balance gap (though occasionally you get some accidentally broken characters, such as Guile in ''VideoGame/StreetFighterII'' and his mystical "Magic Throw" and "handcuffs" glitches, not to mention his insane range and priority; Zangief could also apply, with his extremely powerful throws). Akuma, for instance, is actually fairly fragile, taking the most damage of any of the characters in most of the games where he's a standard character.

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* ''StreetFighter'' has not all that much of a balance gap (though occasionally you get some accidentally broken devastating characters, such as Guile in ''VideoGame/StreetFighterII'' and his mystical "Magic Throw" and "handcuffs" glitches, not to mention his insane great range and priority; Zangief could also apply, with his extremely powerful throws). Akuma, for instance, is actually fairly fragile, taking the most damage of any of the characters in most of the games where he's a standard character.



** Several new features were added in ''VideoGame/PokemonGoldAndSilver'' at least partially for the purpose of countering Psychic-types, which were overpowered in Generation I. The Dark and Steel types were introduced, which immensely helped the balance in the ElementalRockPaperScissors, as Psychic-types were now weak against Dark-type moves and Psychic-type moves were now weak against Steel-types and completely useless against Dark-types. In addition, the bug that caused Psychic-types to be immune to Ghost-type moves rather than weak against them was fixed. Previously, thanks to this bug, the only attack type that Psychic-types were weak against were Bug-type moves, which were all very weak; had Ghost-type moves actually worked against Psychic-types, they would have been in the same boat, since the only variable-damage Ghost move (i.e. the only one that could benefit from the type advantage) was the very weak Lick. Gen II promptly introduced some stronger Bug-type and Ghost-type moves to compensate. Finally, there was the issue of the Special stat. Up until Gen IV, all types were either classified as Physical or Special, which would dictate the stats involved in damage calculations for moves of that type; the Physical types had separate Attack and Defense stats from the very start, but the Special types (including Psychic) used the single Special stat for both attacking with and defending against a move, so heavy hitters would automatically be able to take some punishment, and vice versa. Gen II wisely split this up into the Special Attack and Special Defense stats that the series has used ever since. This nerf to Psychic-types was also a huge buff to Fighting-types, which were nearly useless in Gen I. Aside from the huge nerf to a type they are weak against, the new Dark and Steel-types were now weak against Fighting-type moves, making them much more offensively viable.

to:

** Several new features were added in ''VideoGame/PokemonGoldAndSilver'' at least partially for the purpose of countering Psychic-types, which were overpowered overpowering in Generation I. The Dark and Steel types were introduced, which immensely helped the balance in the ElementalRockPaperScissors, as Psychic-types were now weak against Dark-type moves and Psychic-type moves were now weak against Steel-types and completely useless against Dark-types. In addition, the bug that caused Psychic-types to be immune to Ghost-type moves rather than weak against them was fixed. Previously, thanks to this bug, the only attack type that Psychic-types were weak against were Bug-type moves, which were all very weak; had Ghost-type moves actually worked against Psychic-types, they would have been in the same boat, since the only variable-damage Ghost move (i.e. the only one that could benefit from the type advantage) was the very weak Lick. Gen II promptly introduced some stronger Bug-type and Ghost-type moves to compensate. Finally, there was the issue of the Special stat. Up until Gen IV, all types were either classified as Physical or Special, which would dictate the stats involved in damage calculations for moves of that type; the Physical types had separate Attack and Defense stats from the very start, but the Special types (including Psychic) used the single Special stat for both attacking with and defending against a move, so heavy hitters would automatically be able to take some punishment, and vice versa. Gen II wisely split this up into the Special Attack and Special Defense stats that the series has used ever since. This nerf to Psychic-types was also a huge buff to Fighting-types, which were nearly useless in Gen I. Aside from the huge nerf to a type they are weak against, the new Dark and Steel-types were now weak against Fighting-type moves, making them much more offensively viable.



* ''TabletopGame/DungeonsAndDragons'', while '''not''' a PvP game, historically had issues with this trope. The theory was that clerics are stone walls, fighters are almighty glaciers, rogues are fragile speedsters, and sorcerers and wizards are squishy wizards. Outside of the four "basic" classes barbarians and monks are lightning bruisers, paladins and rangers are magic knights, and bards and druids are jacks-of-all-stats (and masters of none) to different extents. There's quite a bit of room for customization in there though. Unfortunately, this game brought us LinearWarriorsQuadraticWizards and is in large part responsible for its spread - spellcasters were horribly overpowered for decades until the advent of 4th edition. 3.x (and its offbranch, Pathfinder) were the worst in this respect - characters were much more likely to survive into higher levels (where spellcasters quickly become gods if halfway competently played), spellcasters were stronger at low levels than they had been historically, and they had an unprecedented breadth of ability. It didn't help that [=PCs=] and [=NPCs=] were built using the same rules, meaning that spellcasting enemies were vastly more dangerous than anything else, and high level games degraded into a game of rocket tag, where whoever had their spell work first, won.

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* ''TabletopGame/DungeonsAndDragons'', while '''not''' a PvP game, historically had issues with this trope. The theory was that clerics are stone walls, fighters are almighty glaciers, rogues are fragile speedsters, and sorcerers and wizards are squishy wizards. Outside of the four "basic" classes barbarians and monks are lightning bruisers, paladins and rangers are magic knights, and bards and druids are jacks-of-all-stats (and masters of none) to different extents. There's quite a bit of room for customization in there though. Unfortunately, this game brought us LinearWarriorsQuadraticWizards and is in large part responsible for its spread - spellcasters were horribly overpowered overpowering for decades until the advent of 4th edition. 3.x (and its offbranch, Pathfinder) were the worst in this respect - characters were much more likely to survive into higher levels (where spellcasters quickly become gods if halfway competently played), spellcasters were stronger at low levels than they had been historically, and they had an unprecedented breadth of ability. It didn't help that [=PCs=] and [=NPCs=] were built using the same rules, meaning that spellcasting enemies were vastly more dangerous than anything else, and high level games degraded into a game of rocket tag, where whoever had their spell work first, won.
11th Jul '16 6:56:43 AM Drope
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* MechanicallyUnusualFighter: A character who is mostly defined by an unique gimmick. His effectiveness depends on how much the player can exploit said gimmick and how much the opponent character has the tools to counter it.

to:

* MechanicallyUnusualFighter: A character who is mostly defined by an unique gimmick. His Its effectiveness depends on how much the player can exploit said gimmick and how much the opponent character has the tools to counter it.
21st Jun '16 6:05:40 PM Octorok103
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* ''VideoGame/MechWarrior'' has four weight classes--gnerally speaking, it has its FragileSpeedster light 'Mechs, its JackOfAllStats medium 'Mechs, its semi-LightningBruiser heavy 'Mechs, and MightyGlacier assault 'Mechs. The weight classes remain competitive by having different roles on the field and ensuring that bigger doesn't always equal better, especially in double-blind games.

to:

* ''VideoGame/MechWarrior'' has four weight classes--gnerally classes--generally speaking, it has its FragileSpeedster light 'Mechs, its JackOfAllStats medium 'Mechs, its semi-LightningBruiser heavy 'Mechs, and MightyGlacier assault 'Mechs. The weight classes remain competitive by having different roles on the field and ensuring that bigger doesn't always equal better, especially in double-blind games.



** While official tournaments tend to just ban the major legendaries and call it a day, large portions of the fanbase have taken it upon themselves to create their own [[CharacterTiers tier lists]] and rulesets, the most popular being Smogon's, which attempts to divide Pokémon up by usage statistics, with the special Ubers tier reserved for species that are deemed too powerful for the highest standard tier. In battles adhering to these rules, Pokémon above the chosen tier can't be used, in an attempt to give even weaker species a chance to shine against comparable foes; while the balance still isn't perfect, it does generally set things on a more equal footing.

to:

** While official tournaments tend to just ban the major legendaries and call it a day, large portions of the fanbase have taken it upon themselves to create their own [[CharacterTiers tier lists]] and rulesets, the most popular being Smogon's, Website/{{Smogon}}'s, which attempts to divide Pokémon up by usage statistics, with the special Ubers tier reserved for species that are deemed too powerful for the highest standard tier. In battles adhering to these rules, Pokémon above the chosen tier can't be used, in an attempt to give even weaker species a chance to shine against comparable foes; while the balance still isn't perfect, it does generally set things on a more equal footing.
21st Jun '16 6:03:21 PM Octorok103
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** Plus in the MetaGame, all Pokémon are sorted into several CharacterTiers (In order, they are Overused, Underused, Rarely Used and Never Used, with an extra tier called "Ubers" above OU that's not based on usage, but is instead a banlist for Pokémon deemed to overpowered for OU) based on usage, with teams composed of Pokémon of the same tier being roughly balanced against each other. However, since tiers are based on usage, Pokémon from lower tiers can be perfectly viable in higher tiers (Like Amoonguss, who is RU as of May 2015, but is perfectly usable in OU as a counter to setup Special Sweepers), or they can be terrible in it's own tier (Such as Ambipom, Hitmonchan and Claydol, who were RU for a very long time in the Gen VI metagame despite being [[MemeticMutation memetically]] terrible in RU (Hitmonchan especially). As of May 2015, only Claydol has dropped.
** Several new features were added in ''VideoGame/PokemonGoldAndSilver'' at least partially for the purpose of countering Psychic-types, which were overpowered in Generation I. The Dark and Steel types were introduced, which immensely helped the balance in the ElementalRockPaperScissors, as Psychic-types were now weak against Dark-type moves and Psychic-type moves were now weak against Steel-types and completely useless against Dark-types. In addition, the bug that caused Psychic-types to be immune to Ghost-type moves rather than weak against them was fixed. Previously, thanks to this bug, the only attack type that Psychic-types were weak against were Bug-type moves, which were all very weak. Another feature in Gen II was the introduction of some stronger Bug-type moves, and some stronger Ghost-type moves as well. This nerf to Psychic-types was also a huge buff to Fighting-types, which were nearly useless in Gen I. Aside from the huge nerf to a type they are weak against, the new Dark and Steel-types were now weak against Fighting-type moves, making them much more offensively viable.
** The introduction of the Fairy-type in ''VIdeoGame/PokemonXAndY'' was done at least partially for this purpose. Fairy's slot in the ElementalRockPaperScissors diminish the Dragon, Fighting, and Dark types that were previously three of the most dominant types. On the flipside, Fairy's weakness provides more use offensively for the Poison and Steel types, which prior to the introduction of Fairy, were nearly worthless offensively, along with providing Fire a new defensive resistance where it had previously been very weak defensively.

to:

** Plus in While official tournaments tend to just ban the MetaGame, all major legendaries and call it a day, large portions of the fanbase have taken it upon themselves to create their own [[CharacterTiers tier lists]] and rulesets, the most popular being Smogon's, which attempts to divide Pokémon are sorted into several CharacterTiers (In order, they are Overused, Underused, Rarely Used and Never Used, up by usage statistics, with an extra the special Ubers tier called "Ubers" above OU that's not based on usage, but is instead a banlist reserved for species that are deemed too powerful for the highest standard tier. In battles adhering to these rules, Pokémon deemed to overpowered for OU) based on usage, with teams composed of Pokémon of above the same chosen tier being roughly balanced can't be used, in an attempt to give even weaker species a chance to shine against each other. However, since tiers are based on usage, Pokémon from lower tiers can be perfectly viable in higher tiers (Like Amoonguss, who is RU as of May 2015, but is perfectly usable in OU as a counter to setup Special Sweepers), or they can be terrible in it's own tier (Such as Ambipom, Hitmonchan and Claydol, who were RU for a very long time in comparable foes; while the Gen VI metagame despite being [[MemeticMutation memetically]] terrible in RU (Hitmonchan especially). As of May 2015, only Claydol has dropped.
balance still isn't perfect, it does generally set things on a more equal footing.
** Several new features were added in ''VideoGame/PokemonGoldAndSilver'' at least partially for the purpose of countering Psychic-types, which were overpowered in Generation I. The Dark and Steel types were introduced, which immensely helped the balance in the ElementalRockPaperScissors, as Psychic-types were now weak against Dark-type moves and Psychic-type moves were now weak against Steel-types and completely useless against Dark-types. In addition, the bug that caused Psychic-types to be immune to Ghost-type moves rather than weak against them was fixed. Previously, thanks to this bug, the only attack type that Psychic-types were weak against were Bug-type moves, which were all very weak. Another feature weak; had Ghost-type moves actually worked against Psychic-types, they would have been in Gen II the same boat, since the only variable-damage Ghost move (i.e. the only one that could benefit from the type advantage) was the introduction of very weak Lick. Gen II promptly introduced some stronger Bug-type moves, and some stronger Ghost-type moves to compensate. Finally, there was the issue of the Special stat. Up until Gen IV, all types were either classified as well.Physical or Special, which would dictate the stats involved in damage calculations for moves of that type; the Physical types had separate Attack and Defense stats from the very start, but the Special types (including Psychic) used the single Special stat for both attacking with and defending against a move, so heavy hitters would automatically be able to take some punishment, and vice versa. Gen II wisely split this up into the Special Attack and Special Defense stats that the series has used ever since. This nerf to Psychic-types was also a huge buff to Fighting-types, which were nearly useless in Gen I. Aside from the huge nerf to a type they are weak against, the new Dark and Steel-types were now weak against Fighting-type moves, making them much more offensively viable.
** The introduction of the Fairy-type in ''VIdeoGame/PokemonXAndY'' ''VideoGame/PokemonXAndY'' was done at least partially for this purpose. Fairy's slot in the ElementalRockPaperScissors diminish the Dragon, Fighting, and Dark types that were previously three of the most dominant types. On the flipside, Fairy's weakness provides more use offensively for the Poison and Steel types, which prior to the introduction of Fairy, were nearly worthless offensively, along with providing Fire a new defensive resistance where it had previously been very weak defensively.



* Shot types in general, especially in games where each character specializes in a particualr shot type:

to:

* Shot types in general, especially in games where each character specializes in a particualr particular shot type:
8th Jun '16 5:49:17 AM N8han11
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** Plus in the MetaGame, all Pokémon are sorted into several CharacterTiers (In order, they are OverUsed, UnderUsed, RarelyUsed and NeverUsed, with an extra tier called "Ubers" above OU that's not based on usage, but is instead a banlist for Pokémon deemed to overpowered for OU) based on usage, with teams composed of Pokémon of the same tier being roughly balanced against each other. However, since tiers are based on usage, Pokémon from lower tiers can be perfectly viable in higher tiers (Like Amoonguss, who is RU as of May 2015, but is perfectly usable in OU as a counter to setup Special Sweepers), or they can be terrible in it's own tier (Such as Ambipom, Hitmonchan and Claydol, who were RU for a very long time in the Gen VI metagame despite being {{MemeticMutation memetically}} terrible in RU (Hitmonchan especially). As of May 2015, only Claydol has dropped.

to:

** Plus in the MetaGame, all Pokémon are sorted into several CharacterTiers (In order, they are OverUsed, UnderUsed, RarelyUsed Overused, Underused, Rarely Used and NeverUsed, Never Used, with an extra tier called "Ubers" above OU that's not based on usage, but is instead a banlist for Pokémon deemed to overpowered for OU) based on usage, with teams composed of Pokémon of the same tier being roughly balanced against each other. However, since tiers are based on usage, Pokémon from lower tiers can be perfectly viable in higher tiers (Like Amoonguss, who is RU as of May 2015, but is perfectly usable in OU as a counter to setup Special Sweepers), or they can be terrible in it's own tier (Such as Ambipom, Hitmonchan and Claydol, who were RU for a very long time in the Gen VI metagame despite being {{MemeticMutation memetically}} [[MemeticMutation memetically]] terrible in RU (Hitmonchan especially). As of May 2015, only Claydol has dropped.
25th May '16 2:33:08 AM erforce
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* ''{{Burnout}} 3'' plays The JokeCharacter with a ''car''. In most games, you can get yourself some multplayer bragging rights by picking a slow car. There's a car in Burnout 3 that doesn't only have to be unlocked, but also ''doesn't move.'' At all. Now that's taking it to an extreme, people.

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* ''{{Burnout}} 3'' ''VideoGame/Burnout3Takedown'' plays The JokeCharacter with a ''car''. In most games, you can get yourself some multplayer bragging rights by picking a slow car. There's car, but ''Burnout 3'' has a car in Burnout 3 that doesn't only have to be unlocked, but also ''doesn't move.'' At all. Now that's taking it to an extreme, people.
21st May '16 1:20:48 PM NoSpoilerz
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** The Heavy is the MightyGlacier with 300HP (the highest in the game and double or more than almost any other classess) and an anti-aircraft [[GatlingGood minigun]] that mows people down in seconds, but his mobility is so poor that he cannot escape from damage dealt to him, making him vulnerable to Snipers, Spies, and reasonably accurate Demomen or Soldiers.

to:

** The Heavy is the MightyGlacier with 300HP (the highest in the game and double or game, being more than almost any other classess) double that of the Scout, Spy, Sniper, and Engineer and twice as much as the Medic) and an anti-aircraft [[GatlingGood minigun]] that mows people down in seconds, but his mobility is so poor that he cannot escape from damage dealt to him, making him vulnerable to Snipers, Spies, and reasonably accurate Demomen or Soldiers.
17th May '16 7:57:34 AM Drope
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* MechanicallyUnusualFighter: A character who is mostly defined by an unique gimmick. His effectiveness depends on how much the player can exploit said gimmick and how much the opponent character has the tools to counter it.


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4th May '16 4:15:11 PM apm483@gmail.com
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* Generally used across most games, to prevent one weapon class outperforming others. Snipers will usually have infinite range, but are not suitable for spraying down enemies at close range, due to slower fire rates (semi-automatic or bolt-action) and poor hipfire spread. [[ShortRangeShotguns Shotguns, on the other hand, are potent up close, but their shots evaporate at a middle distance]]. Assault rifles sit between these two extremes as a JackOfAllTrades class. Machine guns and launchers provide heavy firepower, but slows their wielders to a halt, while submachine guns and pistols hand out rapid lethality at the cost of per-shot damage.
1st May '16 9:56:53 PM davelerner
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* In ''Literature/BabeRuthManTankGladiator'' man-tanks come in three styles: [[MightyGlacier Heavy]], the largest, strongest, and slowest style; [[FragileSpeedster Agile]], the fastest and most nimble; and [[LongRangeFighter Long-reach]], with extending tentacles capable of extending a good distance. The Heavy can withstand the most of the Agile's attack and lay it out easily if it hits. The Agile can dodge the Long-Reach's attack and slip in close enough to hit it almost unchecked. And lastly, the Long-Reach can easily attack the Heavy from a distance, leaving it unable to hit back.
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