MMORPG Tycoon 2

MMORPG Tycoon 2

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HelV Mar 29, 2020 @ 11:24pm
Balancing Player Characters
For me this is the most difficult issue i'm having. I love the game but I just can't seem to get the characters balanced in any way. I love to plan out everything first thing I do in each new game is pause and build out my initial 3 character classes to lvl 20 with all their abilities but no matter how much I mess with the math every character seems to be S tier uber OP or so bad that everyone just ends up standing still in front of mobs refusing to use abilities until their sent to respawn (idk if just a bug or im doing somehting wrong with the spell cost seems like they get locked into trying to use a higher level spell and no using the lower level ones to build rage mana etc) I would love for the auto nerf and auto buff to be a bit more effective at bring builds into line with the games idea of relative strength or just strait up have some pre-made built out balanced classes that can just be tweeked rather than the attack 3 attack 4 etc. If anyone has some balanced classes that work plz do share.

Sry for the block of text lol

Oh and while I'm thinking about it i'd love to have the option of starting with a larger loan I really want to be able to plan out fully the first few levels worth of zones before actually starting time moving forward right now i barely get through the first level 1 zone before i'm out of money.
Last edited by HelV; Mar 29, 2020 @ 11:32pm
Originally posted by Devilangel:
Patience and stamina. Don't push too hard too fast or you'll run dry. Let the game run naturally and you'll be fine.

But if you are looking for a more sandbox mode then there is a cheat engine for that currently (I don't use it).

As for class balancing, this one heavily depends on how you built your monsters and classes. So without knowing your setup, there is no one advice that can help you.

I can put it this way, abilities (base stats) are important to consider especially when everything scales to that. So if you have an ability that does 1 Damage per son (optimal) and a monster has 10HP, it will take 10 seconds to kill the monster. This will be true at any level because scaling is linear.

When it comes to ranged abilities, players have a tendency to "kite" enemies so they virtually take no damage and can wreck any monster that doesn't have a ranged ability or can't run at least 1.5x faster, roughly.


There is no combat rework at the current moment, but there could be a possible chance the whole system is reworked or parts of it. Right now it is not center of attention to anything is possible! Only time will tell what happens to combat in the future.
Lots of the features are (basically) placeholders. That's the best way I'd put it, they are there to test if and how they work before anything final is established or more parts added to it.
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Devilangel Mar 30, 2020 @ 5:57am 
Patience and stamina. Don't push too hard too fast or you'll run dry. Let the game run naturally and you'll be fine.

But if you are looking for a more sandbox mode then there is a cheat engine for that currently (I don't use it).

As for class balancing, this one heavily depends on how you built your monsters and classes. So without knowing your setup, there is no one advice that can help you.

I can put it this way, abilities (base stats) are important to consider especially when everything scales to that. So if you have an ability that does 1 Damage per son (optimal) and a monster has 10HP, it will take 10 seconds to kill the monster. This will be true at any level because scaling is linear.

When it comes to ranged abilities, players have a tendency to "kite" enemies so they virtually take no damage and can wreck any monster that doesn't have a ranged ability or can't run at least 1.5x faster, roughly.


There is no combat rework at the current moment, but there could be a possible chance the whole system is reworked or parts of it. Right now it is not center of attention to anything is possible! Only time will tell what happens to combat in the future.
Lots of the features are (basically) placeholders. That's the best way I'd put it, they are there to test if and how they work before anything final is established or more parts added to it.
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Date Posted: Mar 29, 2020 @ 11:24pm
Posts: 1