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Chris: The current Quirk system is not producing the intended results for the experience we are attempting to provide with MWO. While Quirks have served us well up until this point as a system which assisted toward balance - fairly well in some cases - the results ultimately ran contrary to ‘Mech customization; one of the key features of MWO.
Overall, current Quirks have introduced a level of power creep that we feel is the wrong direction for MWO, with heavily Quirked ‘Mechs acting more as puzzles then avenues of personal customization. With often only loadouts that fully optimize around a ‘Mechs given quirks able to be considered in a “balanced” state, while loadouts which ignore, or do not care to customize into the very ridged quirks often massively underperforming loadouts that play exclusively to pre-canned quirks.
Loadouts often needed to be fully optimized around the ‘Mechs inherent Quirks in order for the ‘Mech to be considered in a “balanced”, optimal state. Loadouts which didn’t lean into the inherent Quirks would be taken with the knowledge that they’re sub-optimal. This was a restrictive system that needlessly caused entire Loadouts to underperform.
When one of the core pillars of the MWO experience is the ability to customize and personalize your ‘Mech through the MechLab, this is something we cannot ignore any longer. We intend to break this blind adherence to narrow offensive quirks as being what dictates an entire Chassis’ performance and balance.
This is not a decision taken lightly, and we are fully aware of the concerns raised about these changes. With the Skill Tree being released, we felt strongly that now was the time to address this long standing concern for the following reasons.
- First and foremost, we do not want the quirks to be one of the primary factors for considering ‘Mech viability on the IS side. We further do not want said Quirks to add to the massive performance gulf between ‘Mech Loadouts optimized entirely around the Quirks, and those that are not.
There is plenty more that was said as the answer and it is all valid..
But the realization that not only was quirks a bad system that forced us to use specific builds to just be relevant is perhaps one of the very few times PGI has admitted it has made terrible mistakes in regards to balance and game design and is actually striving to fix them instead of their tired old trend of creating bandaids to hide the problems rather than actually deal with them.
I believe this fact is praiseworthy. An actual attempt that is being made to fix a core issue that they have created rather than another bandaid is perhaps the biggest, boldest thing PGI has ever done.
(Note when Quirks were originally introduced, before Russ's turn at balance, the original goal and purpose of quirks when first introduced alongside the Clans was fewer hardpoints would get positive quirks, more hardpoints would get negative quirks and the 'baseline' or middle line would have none as a way of giving you a viable reason to choose between 'less', 'moderate' or 'more' rather than simply going 'More more more!' Quirks have clearly lost that original purpose by taking on greater ambitions and in turn creating the level of power creep that has required PGI to discretely buff the Clans time and time again [AC shot counts, large pulse damage, reduction in beam times across the board several times over, missile reload time reductions, spread reductions on Clan mechs -- LRM spread for a Clan LRM-20 on the PTS before release was as wide as a Dire Wolf, currently it's as wide as an Atlas's side torso.)