(Not all mechs vary according to Elo just the ones that are most skill based.)
So because of this you could make something balanced at the top of of Elo and make it second rate for low Elo players. Question is what do you do about this.
1. You can just balance for the most number of people in the game.
2. You can balance for just one group. Say balance for competitive teams and let the rest fall where it will.
3. Come up with a sliding fix that takes into account Elo. Not sure if this is a smart way to do it but it is possible. What it would do is make say a heat nerf more severe according to Elo. Probably would not have to be a huge range to be effective.
4. Try and find more creative ways to change mechs so they do not fall into this category. For example put large limits on the fire power of DWs while increasing speed and durability. This would make them more friendly for low and mid Elo players and also help balance them for top players.
Option 4 seems best but is would of course limit diversity of how mechs play be design. That would be one of the down sides to making mechs mid Elo friendly.
By the way another example of this is jump sniping. Jump sniping really well takes a good amount of skill. The average Elo player is not going to tend to have those skills. So you might have something like a Victor Dragon Slayer end up being very good or even OP but hardly ever used by mid Elo players.
Any way I think we oversimplify what needs to be done with balance because of seeing the game from the blinders of what ever Elo you are at.
Crazy maybe but I just noticed the more I study views from around the Elo range the more complex and nuanced I notice it to be.
Edited by XX Sulla XX, 26 April 2015 - 05:14 PM.