blushneybusiness-glitch/roblox-omniskills/rbx-pvp-balance
Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills
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Checking that the SKILL.md file is still in the repository.
The tuning discipline behind fair PvP — TTK targets by genre, a change-one-variable methodology with real step sizes, and the counterplay audit that catches "no answer" designs before players do. Use when the user says "X is overpowered", "nerf/buff this", "TTK feels wrong", "balance my weapons", or when symptoms appear: one kit dominates every lobby, fights end before anyone reacts, or new players quit after their first PvP death. Do not use for implementing the combat systems themselves — load rbx-combat-melee or rbx-combat-ranged — or for rating math — load rbx-pvp-ranked instead.
Install
npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-pvp-balanceSKILL.md
rbx-pvp-balance
When to load
Any "overpowered/underpowered/unfair" complaint, before shipping a new weapon or ability into an existing PvP pool, after a meta shift (one kit's pick rate doubles), and as a scheduled pass in rbx-wf-polish for PvP games. Load alongside the combat subskill that owns the numbers being changed.
TTK targets by genre
TTK = time from first hit to kill against a full-health target, assuming ~70% of shots/swings land. Measure it in a test place with fixed loadouts before arguing about feel.
| Genre | TTK target | Why | |
|---|---|---|---|
| Arena shooter (Arsenal-like) | 0.8–1.5s | Twitch skill expression; respawns are 3–5s so death is cheap | |
| Battlegrounds melee (Strongest-Battlegrounds-like) | 20–40s across 2–3 exchanges | The fight IS the content; combos and ragdolls need stage time | |
| Battle royale | 1.5–3.0s at even gear | One life per match — instant deaths feel like theft | |
| Sword/classic PvP | 4–8s | Reads as duels; blocking and spacing must matter | |
| RPG open-world PvP | 8–15s | Escape and third-party reactions need a window |
Two derived laws: burst damage never exceeds 60% of max HP in one unavoidable hit (the victim must get one decision before dying), and healing throughput stays below ~50% of incoming DPS or fights stall into stalemates.
Tuning methodology
- One variable per patch. Change damage OR cooldown OR range, never two — a double change
is unreadable in the data and untrustable in playtests.
- Step sizes: damage/healing ±10%, cooldowns ±15–20%, ranges ±2 studs, windup/telegraph
±0.1s. If a kit needs more than a 20% cut, its design is wrong, not its number — redesign per the counterplay audit below.
- Nerf the outlier before buffing the field. Buffing 9 kits to chase 1 inflates TTK-drift
across the whole game; one nerf holds the baseline.
- Read data before feel: instrument kill events with weapon/kit id via
rbx-analytics-events. Healthy pool: per-kit win rate 48–52%, pick rate within 2× of the mean. Win rate 55%+ AND pick rate top-of-chart = nerf now; win rate high but pick rate low = a pocket pick, watch it; pick rate high but win rate ~50% = it's fun, leave it alone.
- Segment by skill. Pull win rates for top-decile players separately (by rating from
rbx-pvp-ranked). A kit that is 50% overall but 60% in top-decile hands is a skill-ceiling problem; nerfing it globally punishes beginners who were already losing with it.
- Ship balance patches server-side as CONFIG values so a hotfix is a value edit that
takes effect on soft shutdown, not a place republish players must rejoin for.
Counterplay audit
Run this table for every attack in the pool; any row with two "no" answers is a design bug regardless of its win rate:
- Telegraph — is there ≥ 0.3s of visible windup (0.5s+ for attacks dealing > 40% HP)
rendered from the VICTIM's camera, not just the attacker's?
- Answer — does at least one universal option beat it (block, dodge, interrupt, walk
out of range) that costs less than the attack costs the attacker?
- Punish — if the answer is played, can the defender act before the attacker recovers
(≥ 0.2s recovery disadvantage on whiff/block)?
- Escape — can a losing player disengage at all? Chain-stuns that exceed 2.5s of total
lost control, or gap-closers that outrange every escape, fail here.
- Information — can the victim tell WHICH attack is coming, or do two moves with
different answers share one animation?
"Overpowered" complaints usually name a number; the audit usually finds a missing row 1 or 2. Fix the missing counterplay first — it's cheaper than chasing damage values forever.
Sharp edges
- CRITICAL — Balancing values the client controls: if damage, cooldown, or range live
client-side, exploiters set their own patch notes. Every tuned value is enforced on the server (rbx-combat-hitreg validates range/LOS, cooldowns per rbx-combat-abilities); balance work on unvalidated numbers is decoration.
- HIGH — Tuning from the complainer's clip: one kill-cam of a 100-0 combo triggers a
panic nerf of a 46%-win-rate kit. Symptom: forum outrage, healthy data. Fix: hold every nerf until kill-event data covers 500+ matches or the counterplay audit fails.
- HIGH — Testing balance only in even 1v1s: battlegrounds and BR fights are mostly
uneven (2v1, gear gaps). Symptom: kit fine in duels, oppressive in groups (AoE, chain CC). Fix: audit rows 4–5 specifically in an outnumbered scenario playtest.
- MEDIUM — Patch-note silence: shadow-nerfing a popular kit reads as a bug and doubles
the complaint volume. Fix: publish the change and the reason ("52%→ was 58% win rate") — players tolerate nerfs they can see the math for.
- MEDIUM — Balancing mobility last: +2 studs of dash range warps more matchups than +10%
damage because it changes WHO can be attacked, not how fast they die. Treat mobility steps as half-size (±1 stud, ±0.05s).
Load with
rbx-combat-melee / rbx-combat-ranged / rbx-combat-abilities (owners of the numbers), rbx-analytics-events (kill-event instrumentation), rbx-pvp-ranked (skill-segmented data), rbx-design-difficulty (skill floor/ceiling framing).
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/rbx-pvp-balance/SKILL.md
Popularity
- 7-day trend score
- 5
Not refreshed yet.
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