A simple three step process could have gotten us (and could still get us) the majority of the way from where we are today to an ideal balance while retaining mech diversity/individuality and increasing TTK thereby making the game more appealing to pretty much everyone:
- 1 - Tweak global weapon stats
- 2 - Provide subsequent buffs to chassis structure and mobility where needed
- 3 - Provide subsequent small, targeted nerfs to the former apex mechs (TBR, SCR, DWF, ACH) if needed
(1) Starting with global weapon stat tweaks, we help direct the meta in a healthier direction and inherently remove the majority of the perceived OPness from Clan weapons. A good example is the Clan ERML, which is a common community request to be nerfed for many months now that has gone unheeded. What the specific change would be is outside the scope of this thread. The point is we start there because by first making weapon changes globally, it's not an arbitrary or capricious change to specific chassis like randomly giving some mechs the ability to straight-up do more damage per shot with certain weapons than other mechs can, which is absurd.
(2) After tweaking global weapon variables, arriving at an approved spec and testing how that impacts every mech in the game (yep, extensive playtesting is a key part of balance, PGI), the next step is to give certain chassis or individual mechs buffs to things like structure or mobility where necessary to improve their relevancy to the revised weapon meta. The amount of mechs needing these buffs, and the scale of these buffs, should now be much less than it would be today because we've already addressed global weapon imbalance issues in step one. Once these changes are made, again do extensive playtesting to adjust and really lock in the right chassis-specific changes to structure and mobility.
(3) And finally, we arrive at actual nerfs to mechs. Very few if any mechs will need nerfs by this point, which is ideal. The less outright nerfs needed, the better. Between weapon stat changes and buffs to structure or mobility, it may even not be necessary at all outside of perhaps the TBR and SCR, and maybe the DWF and ACH. Anything beyond those would be extremely minor issues by this point that would only become apparent after extensive playtesting and could be dealt with individually at that future time.
Summary:
Starting with the global weapon stat tweaks/nerfs, we would immediately bring a wide swath of IS mechs back into relevancy and increase global TTK. Then adding the buffs to structure or mobility for certain underperformers would also increase TTK for those mechs which in turn allows them to put out more damage before dying without decreasing TTK or increasing their actual dps, thus helping to level the playing field in an appropriate and balanced way. And finally, reining in the very top or apex mechs like the TBR, SCR, ACH, and DWF will also improve TTK and bring everything else below further into relevancy.
And this procedure allows us to keep the vast majority of the current weapon quirks that have made so many specific IS mech variants unique and diverse in their playstyle, all of which are good things that help keep the various mechs interesting to play rather than all being generic and same-y (or just outright hosed like many are in the PTS).
That's really where they should have started as the first step of balancing. Why they decided to go backwards and dream up a complex, unweildy tome of quirk changes without addressing the larger weapon issues first is unfathomable.
And all this stuff they're trying to do to force what they call "information warfare" and roles is misguided. Almost none of that stuff has to do with the core balance issues in the game, nor should it. Trying to shoehorn sensors into the balance is just plain wrong. That stuff should be addressed properly, later, as part of actual roles, after we have better gameplay balance and more diverse sensor capabilities, and in the context of roles-based warfare which is absent in MWO today. Real roles-based warfare will involve aspects of maps, game modes, rewards, and a skill tree overhaul as well, rather than being done piecemeal or as part of the balance pass which just convolutes the entire thing, as we are seeing today in the PTS.
I'll be honest, my initial reaction to seeing the changes that are proposed within the PTS made me want to just give up on the game entirely because seeing this utterly out-of-phase concept as their suggestion after three years of community feedback on balance felt like they really have no chance of ever getting it right. I've put a lot of hours and a lot of cash into supporting this game over the years and I'm extremely disappointed that this is what they came up with, but it also means I have a vested interest in this game surviving. I really hope that the abomination in the PTS isn't the direction this game goes and that they're willing to start over from where we are today, rather than some sort of post-apocalyptic ground zero.
Edited by jay35, 12 September 2015 - 10:09 AM.