Hi!
Im doing a dungeon crawler, sort of a hybrid of darkest dungeon, battle brothers and such games: you control a party of up to 6 heroes, travel, manage your heroes and fight monsters in tactical turn-based fights. Heroes can permanently die and new ones can be recruited.
When a hero levels up, you get 5 points to allocate similar to diablo (all 3 starts at 20 points):
- Might - scales up all dmg, buffs and heals (5% extra per point)
- Health - 5 % extra per point
- Energy - 5 % extra per point (used for abilites/spells and events such as removing obstacles. Basic attacks dont cost energy)
So e.g. you can put them all in health and go from 20 to 25 hp, or put them in other things.
What is a good way to balance this? For example energy quickly looses its use as abilities have cooldowns and I dont plan to increase the energy cost for them (but maybe I should? You dont level the abilites but ability cost could scale up with your character level...).
Does that amount of power-up per level seem reasonable? (if split evenly you get less that 10 % extra in each field) You level pretty evenly thoughout the game, with a campaign spanning 5-10h and you end up level 30 maybe.
Also, when you already have 60 hp, 5 extra doesnt really matter, but when you start at 20 hp, 5 extra is ALOT. (you can also get stats from items to complicate things further!) Should power and hp maybe scale non-linearly from your scores? But that is less transparant for the player, and harder to convey. Maybe you get more points to allocate per level-up at higher levels?
Any ideas?
Thanks
Erik