Cross Atu wrote:
As I've said every time it comes up the only "skin in the game" I have is that the ratio itself be maintained as a game wide foundation (or if a case is solidly built against it that the ratio be abandoned as a game wide thing when it comes to balancing roles, mods, races et al).
I have no stake whatsoever in what those ratios are or which role falls where within them so long as the ratios are applied universally and equally. Without a universal and equal application of foundational vision (be it this method or another) that applies to all roles rather than cherry picks a few things, balance becomes either a bad zero sum game or a crapshoot and we stay in the same rut we've been in for years.
-continued-
[formatting is off because I wrote this in notepad] Took me a few reads to fully understand what you're saying but I think I've got a rudimentary understanding
of it.
You want balanced role, mods, races and if a case be made to go against a foundation or design that it
be solidly, logically built as a justifiable reason to go against the base methods. Without an equal application
of foundational vision that applies to everything, you feel that the balancing act becomes a shot in the dark
at what works.
I don't feel this is the case because we have done some pretty awesome stuff with balance without trying to
have everything on a curve or having trade-offs, and trying to adhere to that may work logically and
mathematically but a video game isn't all about logic or math, but sometimes how something -feels-
You feel as though speed being enough to outweigh DPS potential and raw HP is a fundamental problem. I feel that
this stems from different views on what Assaults actually are designed for, which is a consequence of it not
having a pre-determined role. It's abstract and left to interpretation, but neither of our interpretations are
necessarily wrong and they shouldn't be viewed as wrong.
This has always been the case but it's not something we can fix. Hit detection issues are and have always been
prevailant and yes, it's something we take advantage of -because- it is viable and is a fundamental part of speed
tanking.
There is an entire game skill dedicated to this, its
nothing new, Regnyum has a video on strafing tactics and a lot of high-end slayers are known for their ability
to strafe. Are you insinuating that we should work to ensure strafing is -NOT- a viable tactic as a whole?
If so, I'm okay with that, but it needs to apply to everyone, not just Assaults. It needs to apply to Logis and
Scouts as well.
I feel as though your obsession with a base method and a foundation is blinding you to the needs and desires
of your community. Yes, we understand hit detection is an issue. Yes, we understand that strafing is a problem.
Yes, we know that without strafing, we're entirely reliant on EHP. We also understand that many in the community
dislike this - but it is what part of the game's entire culture is founded on. As previously stated, if it is
an issue, than it needs to be quashed across the entire spectrum, not just with Assaults.
I understand and agree with your sentiment toward "The thing" but this isn't an effort to make Assaults "the thing"
it's an effort to keep Assaults a viable playstyle that, without a unique and applicable role, has largely
been associated with slayer-ship. Your community is asking to retain the things we value most with the role
that we have carved the Assault into. The values that were designed to pull us from other roles into the Assault
-because- we were using other roles for what we desired to do (and will continue to do so, even if that role is
with the Logistics).
It's not "don't touch any Assault numbers except the min assault", I'm not that obtuse, I'm saying that we
want the Assaults to retain their functionality and the role that we basically had to make ourselves because
they don't really have one that's unique to them. The proposal was to hit their speed. We said that wasn't
in our favor because we need speed. The proposal shifted to changing sprint speed. We said that wasn't
in our favor because movement/strafe speed is more valuable than sprint speed because we are combatants -
we don't need help getting TO the battle, we need help surviving it in the first place. Now we are being told
that our desire for that is a fundamental problem...
What can we do to make a happy compromise, here? What way can we retain what we desire and need to adhere to our
chosen specialization without moving/speccing into another suit while also going with the desire for a consistent
method?