Hello,
I wrote a long post eaten by my Internet browser so let’s try again :) I’m designing a stat-based RPG and I need your input on something. In my game, most stats are designed to be heavily scalable: life, damage, damage-mitigation and so on.
Scaling damage is not an issue since whether the enemy, for its survival, has opted for a bonus of HP or a bonus in the form of extra damage mitigation or even a mix of both, the damage will remove the same percentage of its EHP (effective Health points). Damage are dealt in fixed values, not percentage.
Example: 10 HP units, 1 damage per hit.
Unit A: 20 HP, 1 hit removes 5% of its HP
Unit B: 10 HP and 50% damage mitigation, 1 hit removes also 5% of its HP
So far so good! The issue is with healings values. For now, I’m using fixed values for healing and I can’t find how to balance them and scale them properly to avoid them becoming either OP for damage-mitigation builds or useless for pure HP ones. If they scale the same way as damage (roughly), they will only be balanced in a world without any mitigation. The more mitigation a unit has, the better healing will be (scaled or not). I also cannot balance it versus an average case since unit’s EHP’s composition may vary a lot and I’ll end-up with unbalanced situations anyway. There will be units with 90% damage reduction and some with 0 for example… both could have the same EHP in the end.
I thought about using percentage values for healing but this creates new problems. It means that, even unscaled, healing skills will always have the same efficiency regardless of the unit’s EHP or EHP composition. Therefore, units can scale their EHP w/o losing in healings efficiency. That feels weird when compared to how damage works.
I’d like healing to work similarly to damage, where if you invest stats to double your damage output, you feel like twice stronger. But if the opponent doubles its EHP, you feel like twice weaker. Percentage heals fails both points. Fixed value ones fail both when there is damage mitigation involved.
One thing I’m sure of is that I want units to be able to scale up their healing output and find a way to make it work in regards to damage mitigation. If you have any ideas or comments about it, I’ll be glad to hear it! What is your opinion on healing balance and scaling patterns in RPGs?