Balancing for Solo and Duo Play: A Complex Dilemma

If the game permits solo and duo play, it raises the question of whether balancing should cater to these modes or if a separate queue should be introduced for crypts to maintain an environment where three-man teams primarily compete against each other.

Various popular games, like League of Legends and Overwatch, have modes like 1v1 and free-for-all. These modes often lack balance, and certain characters tend to outshine others. For instance, it’s uncommon to witness a Mercy winning in a free-for-all mode. The mere existence of these modes doesn’t necessitate them being balanced, especially if they aren’t the central focus of the game.

The challenging part lies in striking a balance. The more you tilt the balance towards solos, the potential reduction in the significance of team synergy and the increased prominence of individual skill become pronounced.

A crucial aspect to address is that every class should be capable of competing against any other class. Without this parity, solo play will inevitably remain unbalanced. In such a scenario, team assistance becomes less relevant since no class possesses a distinct counter. You’d be able to engage in 1v1 situations with any player without the need for team dynamics.

However, introducing counters adds depth. If you’re a ranger facing a fighter, your chances of victory diminish unless you’re aided by a rogue for weak point application, a fellow ranger providing fire arrows, a cleric granting bless, or another fighter intervening and disrupting their advance. This dynamic between team members becomes integral.

Nonetheless, venturing into the trio dungeon on your own or with a partner can feel disheartening, given the inherent challenge and potential for an uneven contest. Yet, it remains a conscious choice rather than a mandatory imposition.

The situation isn’t dissimilar for solo players. They run the risk of encountering opponents who are hard counters, capable of defeating them with minimal effort or possessing immunity to their attacks. This scenario exists because the current balance is tailored for three-person teams.

It’s possible to rebalance for solo play, but that might lead to a reduction in the depth of trios. On the other hand, retaining balance for trios could mean ongoing imbalance for solos. This is a complex decision for developers. Personally, I lean towards prioritizing tactical depth and teamwork over individual one-on-one skill, as well as the reward for winning Dark and Darker Gold. However, others may favor individual skill being paramount, recognizing that this choice comes at the expense of the other approach.