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« on: March 19, 2016, 01:21:45 pm »
I do not doubt everyone working on this patch spent a lot of time doing it. What people here are raging about is not that it's done without thinking or without attention, but that it addresses the issue in a weird way. Make sure you know what you're doing: there's a thread in this forum discussing roles of each ship. People might have opinions about those and if you go against it there is a lot of shouting around. Still, in order to make changes that make sense you do have to define what you want to accomplish. If it's every ship being equal to every other ship, used exactly as often and by players from all levels of experience - so be it. Just make sure you announce it somewhere and remove the 'difficulty' tags in ships. Players will rage, but that's entirely your choice.
There's a second thing nanoduckling already mentioned. There's a huge amount of feedback about what is overpowered and what is not used enough. There's an enormous number of ideas of how to fix it being sent as feedback and posted here on the forum. Instead, some other innovative changes are introduced and all that feedback (patch or between patches) is ignored.
I also absolutely understand the difficulty coming from attempts to balance both casual and competitive games. The key lies in understanding what exactly makes matches happen as they do and why statistics look whatever they look like. So far it looks kind of upside down, everything.
The final opinion about what is balanced and what is not and how cannot be made during testing the patches or right now, but it'll appear in few weeks. That's why it's important to create more smaller patches, rather than one huge in a year, followed by rage and hotfixes.
The last thing is that like JubJub I'm happy something is happening, even if it's questionable.
As for the current changes:
Mobula
I'm absolutely sure you tried your best guys. Still, you got one thing wrong: changing the arcs is not leading anywhere. Sniping meta still op. Nothing changed about that. Assuming that was supposed to be the problem, that is.
Spire
Statistics are irrelevant at this point, this ship is just as effective against inexperienced players as it was and worse against experienced players. And that's the exact opposite effect to what should be accomplished. High win ratio in experienced player games comes from experienced players switching from spires when they get hardcountered. I understand the 'difficulty' tag set to 'easy' being a sort of a surrender to the difficulty of balancing this ship.
Squid
I actually like the tilt on the aft gun. It's not a direct or indirect boost, it's the exact opposite of mobula changes - it provides some interesting opportunities (whereas mobula change nerfs the clever ideas and supports the meta).
Acceleration boost was vastly unnecessary though, unless in the next patch 'difficulty' tag of squid changes to 'easy', like in the spire. Like I wrote: decide what you want to do with this ship. If it's supposed to be a 'hard' ship then don't balance it completely around low level games, because it leads nowhere. The strength of a squid is not something low level players use (what MightyKeb already wrote) so by buffing the 'experienced' parameter to make it 'easier to fly' is kind of ridiculous (same in the spire).
Heavy Flak
The intention was to make it used more and more accessible to lower level players. I will respect this approach.
Lochnagar
Broken on heavy guns, but some really interesting opportunities for the light guns. And the blenderfish is officially dead for real this time. I understand that this change was adjusted under the pressure of feedback and I'm thankful for it. It's still broken on heavy flak, so the result comparing to initial reason for this change (ammo for heavy flak) came out a little bit awkward.
Hwacha
I kinda like it. It's still really powerful close range, but it's easier to avoid it medium/long range. This nerf is definitely a step in the good direction, even if it might be not enough.
Pyramidion
Finally. It took a while though.