Kachi wrote:
Well yeah, it's definitely more complicated than all that. Direct damage mechanics make balancing much easier (e.g., Powerful Attack does 400 damage, rather than some equation that factors in several stats). They have their downsides, too.
As for the process, usually the two things are developed somewhat simultaneously, and that's totally fine and smart. You can create all of the classes and monsters and abilities in the entire game before you even start the process of balancing the content (and sometimes that's basically the way it's done). The question is really, when you're trying to answer the question, "What should the numbers be?" how do you go about it? And most go about it in a back and forth, trial and error way. That's just considered an acceptable practice due to the glorification of the iterative process (where you don't try too hard to get it right the first time) in game design. But when you're working with numbers, there are easier ways. Like using a touch of math.
As for the process, usually the two things are developed somewhat simultaneously, and that's totally fine and smart. You can create all of the classes and monsters and abilities in the entire game before you even start the process of balancing the content (and sometimes that's basically the way it's done). The question is really, when you're trying to answer the question, "What should the numbers be?" how do you go about it? And most go about it in a back and forth, trial and error way. That's just considered an acceptable practice due to the glorification of the iterative process (where you don't try too hard to get it right the first time) in game design. But when you're working with numbers, there are easier ways. Like using a touch of math.
To use your analogy of a the battle event being a "race," it appears as though the team has opted for a 60m dish rather than a 400m etc. I would personally have to say, I hope that is an artifact of the alpha version, and that when the finished product is constructed we begin to see battles which are more substantial in duration.
The bottom line is, if the battles are short lasting <30 seconds, this means there is little to no strategy involved and it's simply a run and gun style battle system.