When this skill is invoked:
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Identify the balance domain from the argument.
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Read relevant data files from
assets/data/anddesign/balance/. - •
Read the design document for the system being checked from
design/gdd/. - •
Perform analysis:
For combat balance:
- •Calculate DPS for all weapons/abilities at each power tier
- •Check time-to-kill at each tier
- •Identify any options that dominate all others (strictly better)
- •Check if defensive options can create unkillable states
- •Verify damage type/resistance interactions are balanced
For economy balance:
- •Map all resource faucets and sinks with flow rates
- •Project resource accumulation over time
- •Check for infinite resource loops
- •Verify gold sinks scale with gold generation
- •Check if any items are never worth purchasing
For progression balance:
- •Plot the XP curve and power curve
- •Check for dead zones (no meaningful progression for too long)
- •Check for power spikes (sudden jumps in capability)
- •Verify content gates align with expected player power
- •Check if skip/grind strategies break intended pacing
For loot balance:
- •Calculate expected time to acquire each rarity tier
- •Check pity timer math
- •Verify no loot is strictly useless at any stage
- •Check inventory pressure vs acquisition rate
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Output the analysis:
code
## Balance Check: [System Name] ### Data Sources Analyzed - [List of files read] ### Health Summary: [HEALTHY / CONCERNS / CRITICAL ISSUES] ### Outliers Detected | Item/Value | Expected Range | Actual | Issue | |-----------|---------------|--------|-------| ### Degenerate Strategies Found - [Strategy description and why it is problematic] ### Progression Analysis [Graph description or table showing progression curve health] ### Recommendations | Priority | Issue | Suggested Fix | Impact | |----------|-------|--------------|--------| ### Values That Need Attention [Specific values with suggested adjustments and rationale]