Himiko Kuronaga
Fatal Absolution General Tso's Alliance
3118
|
Posted - 2014.03.06 07:02:00 -
[1] - Quote
You would think with monthly (ish) updates CCP could afford to take their time with fine balance, but it seems like every update the balance is being thrown from one extreme to another.
We've had the dropship/missile domination era, the remote explosives domination era, the nigh-invincible logi suit/logi LAV death taxi era, the everything-explosives domination era, the TAC AR domination era, the forge gun domination era, and now we're enjoying tank domination era.
Instead of finely, slowly, tweaking numbers in a way that doesn't necessarily break the game... we are constantly being subjected to massive changes of existing content that completely alter battlefield every month?
How the game plays right now is not how it played during the start of Uprising, 1.4, or even three months ago. And when 1.8 hits, it won't play anything like it does now either.
I'm ok with change. Adapt or die is fine philosophy to live by. I just find it hard to say I play Dust 514 when I don't even know what the hell the game is supposed to be, or what it will be, in three months.
Next month, it will very clearly be Heavies 514. I'm a heavy so yay, go me I guess. But I also know that soon after I'm going to get hit by a very extreme nerf hammer that will overbalance the situation, because every patch thus far has been overbalancing and its inevitable. And that's pretty lame. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
3122
|
Posted - 2014.03.06 07:51:00 -
[2] - Quote
Arkena Wyrnspire wrote:It's that same multi-aspect buff that made tanks overpowered.
Tanks? AV nerfed. Price reduced. Vehicles improved.
Heavies? EHP hiked up massively. HMG unchanged while all competing weapons nerfed. Damage mods/proficiency nerfed, will be unable to break the massive EHP pools as easily.
So here we go again.
You know the messed up thing is, all they really have to do to make the heavy work is remove light weapons from the equation. You give the suit the ability to absorb a ludicrous amount of damage and can more easily balance it by the constraints of its weaponry. The HMG, for example, as powerful as it is/will be, is going to be worthless at range. It has a severe geographical disadvantage that limits its effectiveness by the numbers.
This is the obvious, easiest way to balance out heavies and actually enables them to go buck wild with the dropsuit properties and make them really, really, REALLY unique and tough to kill.
That isn't whats going to happen though. They will see there is a problem, and they will think of the most uncreative solution possible. They will nerf the damage on the HMG (yet again), then they will nerf our HP pool. And they will probably nerf our resistence bonus.
And the real messed up thing is, they aren't going to introduce these nerfs one at a time. They will do them all at once. Just like they did with the current suit bonuses. Just like they did with nerfing damage mods, weapon proficiency skills, and the weapons themselves. Because introducing one change at a time and seeing how it pans out? God forbid anyone take the scientific approach, let's just keep swinging the nerf hammer as hard as possible until we get the results we want. |