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Balancing Characters

Hi.

I am trying to figure out a good way to keep all my characters balanced so that the player will have incentive to use them all equally, from stats to the leveling curves and unique abilities. Any tips?
 
Stats, obviously, would use the default curves with dividends or multiples. As far as making them all worthwhile... Depends on what else you got going in the game.
To help us help you, can you reveal what systems effect the characters?
 
I think final fantasy X is a great example for balancing characters.

You've got:
Auron, hard hits but slow
Tidus, soft hits but fast
Wakka, status effects
Lulu, elemental attacks
Yuna, healer and solo summoning
Rikku, fast healer/item user
Kimahri , potential to mimic the others
 

Jason

Awesome Bro

coyotecraft":68k51xsc said:
I think final fantasy X is a great example for balancing characters.

You've got:
Auron, hard hits but slow
Tidus, soft hits but fast
Wakka, status effects
Lulu, elemental attacks
Yuna, healer and solo summoning
Rikku, fast healer/item user
Kimahri , potential to mimic the others

I agree with this, especially considering Final Fantasy is in my top three, and is my favourite for character improvements...
 
Personally, I find that example to be on the terrible side given the resources at hand. The Sphere Grid makes that distinction only last the first bit of the game. By the time a bit after getting Rikku, my fixed party became Tidus-Yuna-Rikku; I felt no incentive to play the others since Tidus has very easy super overdrives, Yuna can summon muscle and Rikku can combine.
 

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