part 7 · fundamentals for designing engaging PvP interactions

Strike Trade Balance

ArmorTake less damage
Super armorCan’t be interrupted
ImmunityCan’t be hit at all

Three ways to change what a hit costs. Same incoming attack, very different trades.

you’re winding up a heavy hammer swing. the monster attacks first.

Same hit, different answers

Your protection during the wind-up

The monster’s attack

consequences to trading

Who wins the trade?

Armor only reduces damage. You still flinch, so your swing is lost.

Super armor only prevents hit stun. You pay the full health cost, but your swing lands.

Immunity prevents both. Hits simply don’t land.

Every cell is the same simulation as the last slide. Click one to watch it.

from the Forsaken ability mockups

Which one would you give this move?

best applications

Three dials, three kinds of outcome

ImmunityBinary: all or nothingEasy to understand. Dodge rolls, get-ups, high-investment supers.Hits simply don’t land.
Super armorAnalog: damage, no reactionGives slow, weighty moves a leg up over fast ones. Still attackable, not interruptible.Counterplay: throws and multi-hits.
ArmorAnalog: less damage, still reactsVery specific balance tuning. Stat buffs and long transformations.More powerful, but you still have to pay attention.

Hit stun and damage are the two costs of a strike. These techniques let you, the designer, tune each one separately.