Balancing Clarity and Efficiency in RPG Ability Scaling
In character abilities leveling design, I've always been interested in finding an answer to the question: how to scale percentage-based buffs and debuffs? So that they look clear to the player, but also increase efficiency in a meaningful way.✏For example: — If you increase the percentage value, you will get stat inflation, power creep, and a feeling of more hardcore gameplay in the late game. Or uselessness at the beginning of the game.— If based on specific fixed values (not the percent ones), it does not work well with targets of different types.— You can do it like in some MMORPGs, where the strength of the buff/debuff is calculated based on specific parameters of the character. But it's complicated and also old-fashioned in some ways.— A talent tree can work well, especially if the buffs/debuffs are given additional mechanics with […]