Commoners, on 19 October 2021 - 02:38 PM, said:
A good example of power creep or power inflation was when the KDK was released, particularly the KDK3, with its original agility stats. That moved the baseline so far upward that a whole lot of chassis in that 600-700m role were rendered almost immediately obsolete.
The solution to that should have been to simply remove the extra ballistic hardpoints and leave the rest of the 'mech alone. KDK is known for mobility, not firepower, but PGI made it into a firepower platform, and took away its mobility. I miss my launch-day Kodiaks.
pattonesque, on 19 October 2021 - 03:25 PM, said:
you gotta put it on a Fafnir-6U, which is an incredibly slow mech with hitboxes that vacuum every shot to the CT
It's a monstrously powerful build balanced by the fact that if you let a Fafnir get that close to you it's kinda on you, you know?
Yes and no: if your own firepower is similarly range limited, you kinda
have to get close, you know?
Heavy Money, on 19 October 2021 - 02:45 PM, said:
I actually agree with you here. I'm not convinced that buffing everything to match the highest performance weapons instead of nerfing just those was the correct way to go. But I do remember the community discussing this, and I certainly had the impression of a consensus that people didn't want any nerfs. So, maybe it was the wrong general policy. But, accepting that this policy has been chosen, the balance decisions made since then are all very internally consistent.
When did "the community" discuss this? I don't remember any forum posts regarding these changes at all, until after they were set in stone. I wouldn't consider any Discord channel owned or operated by anyone to be representative of "the community" since it's guaranteed to have less than a quorum signed up to participate, just by the sheer volume of discord channels in existence, and the sheer number of casual players.
I can bet, though, that public opinion can be easily manipulated by how information is presented: yes, everyone hates the word "Nerf" (which I'm sure that corporation is becoming increasingly incensed by
), but if you present data in the form of a bar graph, instead of using the word "nerf", it will be plainly obvious to anyone looking at it, that you drop the two or three high bars so they line up with the rest of the graph, rather than raising the entire graph to match the one or two high bars. If nothing else, it's less work to change one thing than to change many things.
How a thing is presented is as important, if not more, than what is being presented.
Just food for thought.
Oh, and as far as the power creep cycle: even if you're simply "equalizing" the weapons based on one or two baselines, the total firepower coming from 12 'mechs went up. I haven't been in a match, yet, where all 12 'mechs were running cERPPCs or IS MPLs, so the power of the remaining weapons went up, thus the total firepower on the map went up. Now, we're buffing armor quirks to try to compensate for all that added firepower. If you maintain a policy of "no nerfs" (which seems to be how this all started) then when an armor quirk overshoots, the weapons have to be brought up to match it, etc. That is the "power creep cycle" that is being observed. It is now up to the Cauldron and PGI to prove that observation wrong.
If, on the other hand, the three or four outlying weapons had been nerfed, then the remaining mass of weapons, and consequently the armor quirks, wouldn't have needed to be touched, or could even have been reduced, which at one point was a stated objective of what has become known as "The Dequirkening".