My first goal of balancing is to get the god tier empty. Of course some character will end up strongest, or tied for strongest, and that is ok. But a “god tier” character is so strong as to make the rest of the game obsolete. We have to fix that immediately because it ruins the whole playtest (and the game). Also, the power level of anything in the god tier is so high, that we can’t even hope to balance the rest of the game around it.
There are psychological factors that I saw over and over again while making these adjustments. The first is that whenever I make a move or character worse (aka “nerfing”), players overreact. Sometimes that top tier creeps a little too high in power, or an otherwise average character ends up having something unexpected that’s crazily good, or a character has a move that really reduces the strategy in the game and needs to lose that in exchange for gaining something else. There’s lots of reasons for nerfs. I’ll use some made-up numbers to convey the general idea here. Imagine a move is at power level 9 out of 10, and that’s just too good for that character. Time and time again, I saw that if I made the power level an 8 out of 10, playtesters would complain that the move was worthless and put the character down at least one tier. This happened consistently, and even in the cases where 8 out of 10 was still too powerful and it really needed to be a 7. For some reason, players in every game seem unable to grasp the concept that a top tier character who is made slightly worse can still be a top tier character. This is one of the cases where I think you just can’t listen to the playtesters. Ignore their first reactions to nerfs, let them play it more and get used to it, let them see if they can still be successful with the new version of the move, then take their feedback on that move or character more seriously.