enemy-kit-balance · git:20260912.28c7171 · 2026-09-12 · sha256 22ea97e7c5efd1e9
enemy-kit-balance git:20260912.28c7171A
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--- name: enemy-kit-balance description: Each foe is a small moveset with tells, punish windows, and cooldowns. Ask poke-guard vs burst-duelist vs swarm-chaff vs artillery. Do not balance by shrinking player iframes or growing silent hitstun. --- # Enemy kit balance Ask the column: | Column | Kit shape | |---|---| | poke-guard | short hits, long idle | | burst-duelist | one big commit, long recover | | swarm-chaff | weak, many, no armor | | artillery | safe at range, weak up close | ## Budget (write these four numbers per move) 1. Telegraph / startup — must be readable. 2. Active — box on. 3. Recovery — punish window. 4. Cooldown / stamina — how soon it repeats. Plus: damage, hitstun column, armor or none, range. A kit gets **one** scary move. The rest are pokes or movement. Two unreactable heavies on one body is a bug unless the column is a raid-clock boss. ## How to tune instead of cheating | Problem | Do | Do not | |---|---|---| | player dies too fast | cut damage or overlap | grow player hitstun | | player never punished | lengthen recover or shorten armor | delete dodge-iframe | | move unreadable | grow startup / add pose+sfx tell | add more HP | | same move loops | add cooldown or a whiff punish | shrink input buffer | | crowd is unfair | cap alive (spawn-wave) | give every chaff a grab | HP and damage follow difficulty-design. Feel columns stay still. See balance-design rule 5. ## Tells Startup must show on pose, audio, or a published wind-up. Juice-only red flash is not a tell if a11y flash-off is on. Player punish: walk-in or a published light that fits inside recovery. If the player cannot complete a 2-hit confirm on a whiffed heavy, the recover is too short for that column. ## Accept - Designer can name the scary move and its punish - Two adjacent foes prefer different player answers (dodge vs poke vs close the gap) - A patch note changes kit numbers, not the player's clock