Cody Flanagan
Game & Systems Design / Fast Taunt: preserve control, rebalance damage

Combat design · Controlled iteration · Current baseline

Fast Taunt: preserve control, rebalance damage

Keep a fast disruption tank useful without letting it take over the damage role.

The problem
After the ATK change, the returning Fast Taunt module combined strong control with enough damage to beat every tested DPS opponent in a one-on-one duel.
My role
I set the intended role and balance criteria, directed the evaluation and accepted a focused damage adjustment that preserved the module’s identity.
The result
The study moved from 8 wins in 8 oriented DPS duels to 4 in 8. The September baseline independently confirms the four wins, with both sides tested against four DPS modules.

A system-wide change can expose a local imbalance

The ATK budget change improved combat pacing, but it also increased the damage available to Fast Taunt. This module already had speed and targeted control. Its damage now let it outperform the damage specialists in the tested duels.

The question was which part of that package needed to change. I wanted the tank to remain a fast disruptor, with meaningful taunts and useful targets.

Reduce damage while preserving the control kit

Part of the moduleDecision
Two regular skillsDamage multiplier: 1.20 → 0.70
UltimateDamage multiplier: 1.20 → 0.90
Speed, two taunts and target selectionPreserved
Ultimate’s defense debuffPreserved

This kept the interaction I wanted—redirecting pressure toward a fast utility tank—while reducing its ability to double as a damage carry. The adjustment was tested before returning the module to the accepted baseline.

The current duels show strengths and answers

September 8 baseline · Fast Taunt’s result in each duel
OpponentFast Taunt on side AFast Taunt on side B
Basic DPSLossLoss
Single-Target Burst DPSWinWin
Speed DPSLossLoss
DoT DPSWinWin

The module still wins some duels through its combined utility and durability, while Basic DPS and Speed DPS beat it from either side. The change opened clear answers within this test pool and retained the module’s control role.

Eight oriented matchups means four opponents tested from both sides. The starting 8/8 result comes from the August 4 reactivation study; the final 4/8 is also present in the September 8 baseline. This is a module-level result within an ongoing balance project.

Postmortem: rebalance the source of the advantage

The useful lesson was to reconsider a module after changing the system around it. A damage budget that improved overall pacing could still make a control-heavy kit too strong.

The focused adjustment preserved speed, targeting and taunts while changing damage. That made the resulting tradeoff easier to explain and gave the follow-up tests a specific question to answer. Broader team balance continues in the simulator’s next stage.

Read the ATK pacing decision

Part of the Idle-RPG Combat Simulator, which I led with AI coding assistance.

Project image