So, mhmm - the recent changes as a whole, beginning at the engine desync, going over to assigning the arbitrary mobility profiles seemingly willy-nilly, giving either core-specific quirks or removing crucial quirks from mechs, and ultimately, shredding the light classs across months now, has given food to one thought here:
PGI, indirectly, nerfs the hardest to measure stat: Fun. And that is an important stat.
Fun is hard to point down, fun is nothing you can see in W/L ratio, or average match score. Fun is an emotional value, that has little representation in actual game metrics, because it is so implicit. But we all know what's not fun.
- Unresponsive mechs.
- Near instantaneous, long weapon jams.
- Spontaneous combustions after beign grazed by MGs.
- The inability to take a turn.
- Running into team mates or walls.
- Hover jets that do nigh nothing.
- Endless screenshake.
- Brawling being less and less of an option.
- LRMs being in a pitiful state.
- Goose-Pepsi centric meta.
- The same maps for years.
- CW coming, but seemingly having no meaning.
- Strategic Strike Warrior Online
The problem begins with the mobility changes - rather than looking at the mechs that performed well and learning from it, it seems that we got shafted across the board. We didn't get a mobility increase, but we got bogged down. But, mech responsiveness is a direct correlation to how enjoyable, how comfortable it is to pilot that mech.
- Lights were hit with the rescale and subsequent mobility blanket nerfs. Larger and easier to hit, less responsive, unless they are Locusts. Piloting any non-20t Light is an exercise in patience and frustration now. Scouting isn't rewarded, UAV placement has rewards in no relation to the danger, and squirreling has no rewards either.
- Mediums are the last class to feel good when piloting, with the Summoner and Linebacker being the few exceptions. Only the prior has some firepower, the latter is damned to an existence as pepsi nipple poptarting to have some tangible effect due to horrid hardpoints and low arms. But not all Mediums were that lucky. Mechs like the Hunchies got slammed pretty hard, moving like some Heavies now. Across the board, mediums are now a mixed bag.
- Heavies feel cumbersome, and often as Assaults used to feel. There is a lot less of twisting, a lot less of darting, and even many mechs that were lauded in lore as being highly agile are ... not agile at all anymore. The gain in firepower comes with a much slower, cautious playstyle, as any path chosen requires commitment - you can't alternate a push's path much anymore, as heavies simply don't handle well enough to do it in an enjoyable way.
- Assaults are now playing TurretWarrior:Online. Pick a direction, hobble that way, fire, and hope no one comes for a flank. Like glaciers. Responsiveness is only found in the minuscule motions of the crosshair, but the machines themselves are ponderous, lumbering - and they still die like any other mech, were increase in resilience and loss of mobility stand in little correlation. Hell, there are heavy mechs that eclipse Assault Mechs in resilience, too. So even that is gone.
So, for what it's worth, I'd implore Chris, Russ, whoever, to look at your game and ponder: What can we do to make the game fun? Increase the fun. Return control and comfort to the players, after you took it away, bit by bit. You may eventually reach a game that is balanced by the numbers and metrics, but if it isn't fun at that point in time, your balance efforts will be worthless.
Anecdote: Fractured Space (F2P MOBA) did a weekend as a joke where they increased all agility, speed, etc. by 50% for all ships across the board. Just to do a funny event. The feedback was so overwhelmingly positive that a permanent 10% increase followed, as a serious implementation - and the game was better for it, as players got more responsiveness out of their ships.