Just a thought, but if you're balancing your edits around Spike's guidelines MAYBE don't use their two boss characters as the measuring stick? That's like creating a fighting game character to compete with Shin Akuma or God Rugal; those characters are over-powered for a reason. Maybe look at how Spike has balanced their main eventers and start from there?
The problem with that approach is what I outlined earlier. My edits are getting to the L Damage part of their CPU Logic 5-7 minutes into the match, when in NJPW that happens more around the 10-15 minute mark. And I can only do so much with movesets and logic when I am basing these edits on real life wrestlers.
The last thing I want is Okada kicking out of 3 One-Winged Angels because Omega starts hitting them at the 12 minute mark but my referee is too slow. Last night I got a 100%, 31 minute match out of them that ended after the first OWA.
That situation is pretty exaggerated but regardless it would be better to see that and the cause be a slow ref than the build of the edits, wouldn't it?
I still feel like my points aren't coming across properly so let me explain more.
My only goal is to create a realistic simulation of NJPW matches by overhauling the edits' move sets, logic and parameters.
The basis of my parameters is coming from a.) the default ones in the game and b.) the original guide by BillWood, which has the following:
000-110 - JOBBER
A wrestler (or manager) who has a very small likelihood of ever
actually winning a match, usually portrayed as a loser. Also,
lesser known figures on the American/Japanese indy circuits may
fall into this category, not because they are "bad wrestlers"
per se, but because they they are lesser known talents lacking
a wide amount of exposure and/or experience.
111-170 - MID-CARDER (also INDY, JUNIOR)
A wrestler with a relatively decent chance of success, depending
on the scenario. Many indy/junior wrestlers fall into this
category, as despite their talents, they would have a small
chance of success against the following groups.
171-250 - MAIN EVENTER
A wrestler who regularly headlines wrestling events, and has
likely held a major title for some period of time. Also, many
legendary juniors (Dynamite Kid, Tiger Mask) may fall into this
category, as their skills are well above those of other juniors,
yet lesser than most heavyweight legends.
I looked at that grouping, and then looked at Omega and Okada who are ~250 in the base game, and said okay, this is the standard Spike is establishing with these guys and it is going to be what I work around.
With that being said, I am going to bring Naito and Tanahashi right up to nearly 250, and others following suit as appropriate. I fully understand that I could basically reduce everyone's total by 100 and they would be just as even but I do not see the rationale to doing that, especially when I need to keep defensive parameters high to increase the amount of damage an edit can take, and want to stay roughly close to what Spike has established as their standard.
As I understand it, the only downside to having edits with this high of a point total is incompatibility with what the community has generally decided is a good maximum and compatibility with other edits, which is due to this agreement on what is too high. But as I said, I have absolutely zero interest in custom edits, original edits, or any type of edit other than the edit I am making and tweaking to fit into the standards I am laying out. I am explicitly putting the edit point totals in my edit descriptions so people know what they are, and any edits I download are going to be re-worked to fit into the move set, logic and parameter patterns I am establishing.
For example, my KUSHIDA update is like 188? My El Desperado is 166 or so. I want to establish that baseline for high level juniors so that I can have a reasonably competitive match between Okada and Ospreay.
Essentially, if the only downside of an edit having super-high parameters is that it isn't compatible with other people's edits, I don't have any reason to lower mine as this is not a problem I am ever going to be facing since I truly could not care any less about any other type of edit. I am locked into a very specific niche, and if the way to get matches to last 30 minutes is by giving Okada basically all 8's and 9's in defense, and the cost of that is incompatibility with other edits, it is a no-brainer for me.