lder
Rank: member
Forum Rank: Sannin
Posts: 4055
Joined on:
August 1, 2007
|
#1
Hi, and welcome to my "How to make a balanced character and some other helpful tips" guide.
If you don't know what a custom character is, or you want to do a character then read these tutorials: ComedyKid's , Sauke1616's , Yudai's and Mik's.
And, before commenting on any character, read this and try to learn some things about CnC: Kiba2Shika.
And now, let's begin this guide.
Feel free to post any question. I'll be glad to answer all of them when I have the time.
If you have any doubt or you think that is something missing, feel free to post.
DON'T SPAM.
 Introduction
- Before making any balance adjustment, make sure your character is complete. One very important thing when you make a character, is to make it appealing to the "audience", make it creative and original, make it useful.
Making a character that uses only 1 random chakra for each attack + making the skills worth the cost, doesn't mean you have a balanced character. To be balanced, make sure your character is useful on a match. Try to imagine situations where the character would be needed and see if there's no character that does exactly the same but more efficiently, because if this happens, then you need to re-think on your skills and on how to make them more useful on a match situation.
- Then, see what type of character did you make. Is it a spiker, a tanker, a waller, an AoEr, a supporter, etc... (clik here to know more about this). This is really important when balancing characters, because each type of character "has a limit to the skill cost-damage ratio".
- Don't make your character boring. Add something unique to your character, something that makes people say "wow".
- Also, remember this: The skills are taken from the anime, but they don't need to follow the anime at 100%.
 Balancing Part
 First of all, forget all those things of "1 specific chakra can deal 20-25 damage or xxx". Forget all that, because that's not the way for balancing character. In fact, balancing characters is the hardest thing to do when making a character because you need to be creative/original, but you can't exaggerate on the skills. So, I'll give you some advices on how to balance characters, and hopefully, you'll be making good characters with almost no difficulty.
 Overall Characters
- A skill can't be balanced all alone. To determine whether the skill is overpowered or not, you must look at the entire skill set and see if the skill is abusable or not;
- Don't make a character that uses 3 chakra (2 specific + 1 random, or 1 specific + 2 random) on each skill. This makes the character really hard to use, therefore making him unbalanced;
- The more offensive attacks a character has, the less damage they will deal (Kisame for example. He has 3 offensive skills, therefore they must deal less damage than a "normal" skill);
- Usually, preparation skills cost 1 random chakra, but some cost no chakra at all. This is because these skills (the ones that cost nothing) are beneficial skills that improve the character's skills not in damage, but in effects (usually, because sometimes, even these skills must cost at least 1 random chakra due to the improvements they make);
- Other type of preparation skills are the ones that cost 1 specific chakra. These ones are very powerful, however they can make the character less flexible. These skills are often "preparations" to much larger skills or effects (Sasuke's Sharingan makes him able to use Chidori, a powerful spiker move, while Hinata's Byakugan improves her skills with powerful effects);
- A skill with a piercing effect deals less damage than that same skill if it wasn't piercing;
- A skill with an effect deals less damage than the same skill with no effect;
- A skill with a powerful skill deals less damage than a skill with a not so powerful effect (Kabuto (S) can deal 35 piercing damage because the effect of his skill is too situational, therefore, the skill can deal a bit more damage);
- Don't make skills deal a lot of damage and make them have a large C/D. That's not balance;
- Don't make skills cost 3-4 chakra and have a C/D: 0, because that's not balance;
- Invisible skills are really powerful. As you may know, the game involves a lot of strategy (and luck), and predicting the enemy's moves is very important. Therefore, invisible skills, which make the opponent unable to predict your moves, can't deal too much damage or deal a lot of damage + having a lot of effects. These skills usually have a C/D: 2-3 (1 in some particular cases) just to prevent their abuse;
- Skills which make the user take some damage are stronger than skills which don't deal any self-damage, but don't abuse of them of course (Kyuubi Naruto can deal 40 damage + stun, while Naruto needs to use a preparation skill to do the same. This is because Kyuubi Naruto loses some health when performing his skill).
 Spikers
When making a spiker, remember this:
- Don't make him have 3 offensive skills, because that, usually, is just uncreative and bad (in my opinion and everyone else's);
- When you create your spike skill (usually a character only has 1 spiker skill, due to balance), make it hard to pull off (2 specific for example, or 1 specific + 2 random). But note that, a 2 specific chakra skill is harder to pull off than a skill that costs 1 specific + 2 random, so its C/D needs to be inferior to the latter (a 1 specific + 2 random skill can have a low C/D, IF the damage [+ the effects it may have] aren't too strong/powerful);
- Try to not abuse when making your spiking skill. Don't make it exceed 50-55 damage, because more than 55 damage is just too much and sometimes it makes the character look bad/unbalanced. Only make a skill that deals more than 55 damage, IF it requires 1-2 preparations or if it has a large C/D (but also don't make stupid skills like: 75 damage, C/D:3. Even though this skill has a pretty large C/D, it's a skill that looks really bad in a character);
- The other skills a spiker might have are usually a normal damaging skill (1 specific or 1 specific + 1 random, but it also can have a 1 random chakra cost skill) and a skill with some sort of effect (look at Cursed Seal Sasuke for example):
- The damaging skill is usually a 30 damage skill (1 specific + 1 random), or a skill that deals less damage (10-20 damage [1 specific, or 1 random, it depends on the damage the skill deals]). These skills may have small effects or they may be boosted when a preparation skill is used (for example, look at Kiba and Sasuke's 30s damaging skill which receives a boost after a certain skill is used);
- The other skill with some sort of effect is really up to you. Try to be creative with this, but don't forget: Don't exaggerate on the effect you give to the skill.
 AoE
AoE characters are usually the most annoying ones, so they can't be abusable.
- AoE skills with a C/D: 0, can't deal too much damage. Usually, a AoE skill with a C/D: 0 costs 1 specific + 1 random, and it deals 15 damage with some sort of beneficial effect to the user or the user allies (if it costs 1 specific chakra, then try to make it deal very little damage or a different damage to each character [Jiraiya and Tenten(S) for example]).
These AoE skills deal more damage if they C/D is larger. For example, if the skill I just used for example, had a C/D: 1, then it could deal 20 damage with some sort of effect;
- Since AoE skills are annoying (and you know they are), try to not use those powerful effects on these skills (piercing, ignore invulnerability, affecting the chakra pool, making the enemy deal/take less/more damage, etc.. you know which skills I'm talking about). You can, but since they are powerful, make sure the chakra cost is high enough to make the skill balanced;
- Think of the C/D of your skill before finishing it. Make it large enough so that it doesn't turn out abusable, but small enough to prevent it from being underpowered.
 Chakra Removers/Drainers
As you may know, chakra is very important. Without it, you can't do anything, so you must be careful when making characters with this ability.
- These skills must have a cost-damage ratio inferior to any other skill due to their amazing power. The damage these skills do can't be too much, they can't be spiker skills or else the skill will be way overpowered;
- These skills' C/D are very important. If the draining/removing skill is really powerful, then add a C/D that makes the skill balanced, without the chance of being too abused (like Kin's Bell. The skill doesn't deal any damage. However, it has a C/D: 1 just to prevent it from being abused/spammable);
- Note that draining is more powerful than removing. So, making a draining skill is different from making a removing skill. Take that in mind when making the characters.
So, when making a character with this type of skills, make sure they aren't spammable and very easy to use.
 Afflictions
These are the skills that destroy a team slowly, but effectively. They can pass through anything, so don't abuse. Afflictions can be and often are uneven numbers but try to avoid uneven numbers as much possible or else you would need a calculator to play the game 
- They can last several turns or the entire match. So, make them deal low damage because, as the turns go by, the damage will begin to make a notice and it will help you finish off some characters with very low chakra.
- The cost of these skills must be suitable to their "power" (Look at Sasori (S) and you may understand this: His skills cost 2 random chakra, but only deal 10 damage. However, they have an afflcition effect which lasts the whole match. So, you used 2 random to deal 10 initial damage, but the secondary effect can deal much more damage, and that's why he's balanced). Affliction skills must be analyzed carefully, and they can't deal too much damage or else, balance is ruined.
Think before adding crazy affliction effects to the character. The character can deal very little damage but still be powerful. That's the amazing power of afflictions.
 Stunners
You know them, Gaara, Ino, Sakura, and some others. You probably already face a team with stunners, so you know they are powerful. Stun skills should deal low damage unless they require preps or make the user take affliction damage. use this effect wisely.
- A complete stun is different from a specific stun effect. A specific stun effect only affects some types of skills, so, these skills can deal more damage than an entire stun skill. However, don't abuse on the damage these two types of skill deal;
- A character shouldn't have a lot of stunning effects, so don't make them with 3 stun skills. Even 2 skills with stun effects may be too much, but if they are really balanced with each other, then there's no problem on having a character with 2 stun skills. However, think before making them too powerful;
- A skill that can stun the entire enemy team, must have a large C/D, because it makes you have 1 more turn that the enemy, so it's a pretty good advantage to you. At least a C/D: 4-5 is necessary.
- These skills should have a C/D (with the exceptions of some type of characters, aka, low damage supporters), just to prevent them from being abused, and therefore, overpowered;
- Stunners often have the ability to make the opponent unable to reduce damage as well. It's a powerful effect that should be added carefully and never abused, because it's a great advatange to you since the enemy will be vulnerable to your attacks.
|
|