balance-design · git:20260912.3ac5afd · 2026-09-12 · sha256 01587a638f292c65
balance-design git:20260912.3ac5afdA
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--- name: balance-design description: What you measure, what you refuse to equalize. Ask matchup-matrix vs weapon-class vs item-chaos vs economy-curve vs role-holy-trinity. Do not nerf feel to flatten a spreadsheet. --- # Balance design Ask the column: | Column | Fair means | |---|---| | matchup-matrix | every pair is playable, not 5-5 | | weapon-class | each class wins a job, loses another | | item-chaos | last place can rejoin; first place is not deleted | | economy-curve | time-to-spike is authored | | role-trinity | tank / damage / support jobs stay distinct | | honest-fixed | no live scaler; skill is the patch | ## Rules 1. Write the metric before the patch. Win rate, time-to-kill, time-to-goal, or resource cycles — pick one primary. 2. Feel columns outrank spreadsheet columns. If a nerf breaks the chosen action-feel or racing column, cut the nerf. 3. Do not make every option equal. Make every option useful in a published situation. 4. Soft counters beat hard deletes. A hard delete needs a readable tell plus a reply. 5. Patch the table, not the clock. Hitstop, input delay, and camera stay stable across balance drops. 6. Hidden rubber that silently wins games is not balance. If catch-up exists, publish it. ## Accept - A designer can name the primary metric and the column - Two adjacent options have a situation where each is preferred - A patch note can be written as a table change, not a feel rewrite