It seems in competitive games with a healthy pro/esport community, balance is often different between the pro and casual levels. E.g. Class A tends to dominate Class B at the pro level, but Class B tends to dominate Class A at the casual level. If you try to make Class A relatively more powerful to make the experience better the majority of players, it will only exacerbate the imbalance among the minority of pros (which damages the health of the pro community). How do you prioritize/negotiate?
Ask a Game Dev
DECEMBER 28, 2023
I might make UX modifications to encourage the player to choose the right move to use in the given situation. Similarly, if I wanted to isolate changes at the pro level, I would look to modifying game factors that have very high execution and/or strategic requirements to perform.
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