Sjorpha, on 03 June 2016 - 03:16 AM, said:
Actually, overpowered moves/pieces are a much bigger balance issue in games than underpowered ones.
Overpowered things actually break the game, underpowered things are a problem too because it creates redundant filler content that nobody uses. Look at magic for example, where most cards are useless. That is a design problem but it's still a good game, overpowered cards in the other hand are a huge problem that must be addressed quickly not to harm the company scene.
That is separate from the discussion about whether the 3 is actually op or not. I agree that the underpowered mechs are a problem because it would be fun seeing more gargoyles, awesomes, commandos, executioners and kit foxes etc.
When it comes to the Kodiak 3 I say what most people seem to say: Just remove the quirks and fix the hitboxes. I can't even tell if that would add up to a net nerf or buff since a good hitbox fix would be pretty huge for durability, but it would be a lot more elegant and well designed that way.
There's no actual rush though. Since the tournament client is locked in with both the quirks and the messed up hitboxes, we might as well wait for those results and base the changes on that after it's over.
I can understand that. The issue comes in when a certain toolset - Clan machines in this case, or a particular color in the Magic example - has
no useful tools of a certain type - assault 'Mechs, or let's say creature removal since every color in Magic has
some sort of removal, or need for removal. That toolset then gets a tool of that type which is arguably overpowered, and people who were used to being able to disregard those particular tools from that particular toolset are caught off guard and begin to pitch a remarkably large fit. Not with the intent of 'dialing back' the tool to the point where it is roughly equivalent to other good tools of its type, but with the intent of 'dialing it back' to the point where it is roughly equivalent with other tools of its type already existent within its given toolset (i.e. nerfhammer buttsmash the KDK-3 until it is equivalent with the Gargoyle, Warhawk, Executioner, and other sad bad Clan assault 'Mechs), because that is where people believe that particular tool type in its specific tool set
should be.
Many players - not necessarily
all the players, of course, but many players - are used to Clan assault machines being of dubious value at best, to the point where they've settled on the idea that these machines are
not actually bad. I've heard plenty of folks saying "the Gargoyle is actually the best 80-ton 'Mech in the game!" Potentially true - but considering that competition is between the Garfayle, the Victurd, and the Awesucks...well, it's not really a hard competition to win, is it? The question to ask is "would the Gargoyle (or the Executioner, or the Highlander-IIC, or the Warhawk, or Whatever) win battles against Fattlemasters, Manshees, Fatlasses, Darth Maulers, and other high-end Sphere toolset assault machines, in a fair and reasonable competitive context?"
The answer is generally "BWAAAHAHAHAHAHA what are you
high?" followed by ridicule. For anyone who's informed but also kind of a d***.
Considering the tournament is
forcing a period of evaluation on the KDK-3, the main player request (from some players) prior to a savage nerf-strangling - i.e.
time, to see if the machine is as overpowered as its early, perfect-storm performance indicated it may be or if it's simply a really good assault 'Mech - is largely accomplished. The second player request - that whatever nerf happens doesn't destroy the Kodiak as a chassis - is...up in the air. But we all remember it is
vastly more difficult to 'dial up' a 'Mech once it has been nerfed too far than to get it nerfed in the first place, yes?
I mean hell - how're those Raven leg hitboxes looking?