[Developer Blog 09.08.2019] Introduction and balance discussion of Soul system
Hello generals,
We are the designer team of Conqueror's Blade: Frontier. After the launch of the Soul system, we received a lot of feedback. From which we are constantly thinking about the design and development direction of the Soul system. We are glad to share some of our thoughts with you.
The positioning of the Soul system is similar to the positioning of the Units grown-up system. They can enrich the Units upgrading experience and make our battle deeper and more interesting. By combining of Units grown-up system and the Soul system, we hope that even with the same Units, you can have a higher degree of freedom of cultivation. You can have enriched combat strategy and customized Units.
For example, you can assign a series of the Souls that strengthen the charge ability of your Units, so that you can get a "rocket" on the battlefield, or you can assign other Souls that strengthen the parry or other perks to make your Units performing better in close combat. It all depends on your understanding and preference.
Based on this concept, we always care about the balance when designing the numeric and effect of the Soul system:
First of all, the Soul system will only strengthen part of the Units' ability to adapt to different battle scenarios, rather than simply increasing the number. Secondly, we firmly believe that one of the key strategies of our battle is the deployment of the Units, so our philosophy is that the introduction of this system should not weaken the central position of it. If some of the Souls have a greater impact on the balance of the battle, we will make timely corrections based on player's feedback and observation of data.
Based on the above considerations and our constant attention to the balance of Soul system, we have observed that for some Souls (especially the Souls that effect damage), they now provide numerical additions in percentage form, which might cause imbalance easily later, so we decided that in the future, most of the Souls with percentage-added effect to damage should be adjusted to fixed values.
For example, for the "General Slayer" Soul, the effect is now "10% damage increase to the enemy generals", after the adjustment it will be "the damage to the enemy generals is increased by 80 points."
In addition, we will also make some numerical adjustments to some Souls which performance is beyond our expectations.
For example: the current effect of "Devotion-Modesty" Soul for the lance cavalry is "80% defence enhanced when charging", the value after the adjustment will be 65%.
At the same time, we find that different Souls with the similar effect might cause imbalance risk far from the design intention when we assign them on a certain Units. Therefore, we plan to impose the following restrictions on the Soul assignment:for one certain Units, you couldn't assign more than one Soul with the same type.
For example: the "Crossbow-Rapid Shot" Soul (increase the shooting speed by 10%) and the "Martial-Agility" Soul (increase the shooting speed of 23%) could not be assigned on a certain Units at the same time.
In summary, we hope that the Soul system is only one part of the army strategy. We are looking forward that you can make gameplay more intresting by trying various combination of different Units, the grown-up and Souls. Even you could share your own combination in the community.
In addition, we also believe that you could provide us more valuable suggestions. The Soul system has just been launched for a short time, and there might be some unreasonable or unexpected problems. We will update and adjust it frequently, please feel free to tell us your thoughts!
We are the designer team of Conqueror's Blade: Frontier. After the launch of the Soul system, we received a lot of feedback. From which we are constantly thinking about the design and development direction of the Soul system. We are glad to share some of our thoughts with you.
The introduction of the Soul system
The positioning of the Soul system is similar to the positioning of the Units grown-up system. They can enrich the Units upgrading experience and make our battle deeper and more interesting. By combining of Units grown-up system and the Soul system, we hope that even with the same Units, you can have a higher degree of freedom of cultivation. You can have enriched combat strategy and customized Units.
For example, you can assign a series of the Souls that strengthen the charge ability of your Units, so that you can get a "rocket" on the battlefield, or you can assign other Souls that strengthen the parry or other perks to make your Units performing better in close combat. It all depends on your understanding and preference.
Based on this concept, we always care about the balance when designing the numeric and effect of the Soul system:
First of all, the Soul system will only strengthen part of the Units' ability to adapt to different battle scenarios, rather than simply increasing the number. Secondly, we firmly believe that one of the key strategies of our battle is the deployment of the Units, so our philosophy is that the introduction of this system should not weaken the central position of it. If some of the Souls have a greater impact on the balance of the battle, we will make timely corrections based on player's feedback and observation of data.
Balance adjustment of the Soul system
Based on the above considerations and our constant attention to the balance of Soul system, we have observed that for some Souls (especially the Souls that effect damage), they now provide numerical additions in percentage form, which might cause imbalance easily later, so we decided that in the future, most of the Souls with percentage-added effect to damage should be adjusted to fixed values.
For example, for the "General Slayer" Soul, the effect is now "10% damage increase to the enemy generals", after the adjustment it will be "the damage to the enemy generals is increased by 80 points."
In addition, we will also make some numerical adjustments to some Souls which performance is beyond our expectations.
For example: the current effect of "Devotion-Modesty" Soul for the lance cavalry is "80% defence enhanced when charging", the value after the adjustment will be 65%.
At the same time, we find that different Souls with the similar effect might cause imbalance risk far from the design intention when we assign them on a certain Units. Therefore, we plan to impose the following restrictions on the Soul assignment:for one certain Units, you couldn't assign more than one Soul with the same type.
For example: the "Crossbow-Rapid Shot" Soul (increase the shooting speed by 10%) and the "Martial-Agility" Soul (increase the shooting speed of 23%) could not be assigned on a certain Units at the same time.
In summary, we hope that the Soul system is only one part of the army strategy. We are looking forward that you can make gameplay more intresting by trying various combination of different Units, the grown-up and Souls. Even you could share your own combination in the community.
In addition, we also believe that you could provide us more valuable suggestions. The Soul system has just been launched for a short time, and there might be some unreasonable or unexpected problems. We will update and adjust it frequently, please feel free to tell us your thoughts!