LoL developers have a different opinion:
https://www.youtube.com/watch?v=BpBh9UMOvlU
Imagine using Riot as a positive example, especially if you're assuming they're not completely bullshitting.
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LoL developers have a different opinion:
https://www.youtube.com/watch?v=BpBh9UMOvlU
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Completely substanceless PR video, my point still stands.
Edit: didn't notice elchino just posted the exact same thing
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LoL developers have a different opinion:
https://www.youtube.com/watch?v=BpBh9UMOvlU
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Balance Team probably the worst thing to happen to the game honestly. The game isn't any more balanced than when they started and if anything it is more imbalanced than before due to power creep.
Now lets create a fake scenario as an example. Take a theoretical situation where Pioneers are under performing vs Combat Engineers. People complain, balance team will go and create a 5th Squad Member upgrade, give it like 100% accuracy at all ranges, Pioneer spam then becomes meta then they get nerfed into a worse position than what they were previously. Instead of saying ok, lets give Pioneers 10% accuracy bonus vs Combat Engineers only, then tweak/modify from there until its balanced.
Good Example of this was Rifleman vs Volks. Rifleman were fine vs Grenadiers but struggled vs OKW, rather than buff the unit against Volksgrenadiers only, they fixed the Volksgrenadier issue only to make Rifleman overperform vs Grenadiers creating another balance issue in the process.
There are 5 factions in the game so any change to one thing could have a profound effect on how that interacts with numerous other units. This is why they need to stop doing generic changes that effects how units interact with every other unit in the game and go for a more surgical approach. Think of it like a ripple effect in a pond. Rather than do generic changes that are very specific to what the issue is, they do massive sweeping generic changes.
Look at UKF for example. Pre-Nerf Infantry Sections only needed some tweaks, mostly in the form of doing less damage vs MGs. (All LMGs should have a damage penalty vs Heavy Machine Guns to prevent frontal attack move assaults but that is another topic) Being able to get Double Bren then Max Range demolish MGs was the main problem as you had no way to control blobbing. Instead of fixing that, Infantry Sections went through a balance loop of endless nerf after nerf until they became so garbage that they had to introduce Raid Sections into the game which will further upset balance even more.
Raid Sections wouldn't be needed if Infantry Sections weren't gutted into the ground but here we are. In a month something else will be considered OP and then nerfed into the ground and the never ending cycle continues since they don't address problems in a way that actually fixes things permanently.
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CoH2 is intentionally balanced without any special rules or exceptions because they learned their lesson from CoH1. CoH1 had special rules for everything, so many of them I doubt anyone knows them all or even half of 'em. In CoH1 you had things like British Infantry are extremely weak against fire but resistant to bullets or Panzer Grenadiers can stand up to Riflemen but lose to Combat Engineers but Riflemen are stronger than Combat Engineers. The overuse of Target Tables also occasionally lead to strange bugs like Tiger Tanks being unable to penetrate Allied Jeeps or M3 Half-Tracks being completely resistant to Tellermines.
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I'm not in the balance team.
I don't think this justifies your claim about ...
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1) 90% of commanders would never be balanced because they are not used by top players
2) game would be balanced only 1vs1 since the majority of tournament where stat exist are 1vs1
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They are lying to your face and you are buying that lie. PR words coming from the team who has "200+ collective years of professional game design experience"
Don't judge them by what they say but by what they do.
As far as the cammo change goes, i think it's simple a band aid with not too much thought or time put behind it.
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that is why i suggest remove pre-made commanders and let everyone pick and choose their abilities
https://www.coh2.org/topic/108236/suggest-to-remove-pre-made-commanders
i dont know about forcing pre-made commander diversity by nerfing the popular ones. players should have the choice of play style
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that is why i suggest remove pre-made commanders and let everyone pick and choose their abilities
https://www.coh2.org/topic/108236/suggest-to-remove-pre-made-commanders
i dont know about forcing pre-made commander diversity by nerfing the popular ones. players should have the choice of play style
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They originally had it planned but because it would interfere with DLC income it was scrapped.
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I have actually test it (still have that version of the game in PC) and the decision to scrap it had to do with more thing than just DLC.
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It just sometimes feels likes the community dev team hijack the balance of the game to fit their own views and needs, because of what Sander said about not elaborating and explaining why this is that and so is so.
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So im not sure whats up with these steady nerfs to things people dont even complain about.
Completely substanceless PR video, my point still stands.
Edit: didn't notice elchino just posted the exact same thing
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1. Ok, this may very well be happening to a certain degree. It would be very surprising if someone who is put in a decision making position doesn't in some way impose his own convictions when making said decisions. Especially when there is no objectively correct solution as is the case with game design which at the end of the day is largely subjective. But what your argument comes down to is that your own ideas should be applied instead. You can make that argument when arguing the matter itself (e.g. explain why your ideas are better) but you can't base a critique of the balance team's methodology on it.
2. This runs the risk of sounding elitist and douchey but PLEASE actually consider this point: You say you think the balance could be better balanced. The "problem" is you play this game in lobby games/vs AI. (which is perfectly fine in itself of course) This means you live in a completely different world from people who play this game competitively. Casual games are fundamentally different from "competitive" games. To a competitive player playing a casual player feels like playing a bot that is making fairly random moves that don't make any sense. How is one supposed to derive any conclusions about unit strength from this kind of "just for fun" gameplay? And this isn't a matter of execution, it's a matter of lacking theoretical knowledge about how to use units in order to win. There's people who aren't good at the game in terms of execution but have enough theoretical insight because they used to play on a high level or have done a lot of reflection on the games they've spectated.
This is often considered a personal attack aimed towards casual players but it really isn't supposed to be. I'm part of the casual group in every game except coh2. It would be absurd if I berated a league of legends pro about LoL balance. I don't even know on a theoretical level how to use champions properly. How am I supposed to determine whether something is strong or weak. ? Even in coh2 i went through periods where I was just messing around with friends doing fun shit ingame or didn't play at all and during these times I had no insight into balance topics either and wouldn't have been qualified to comment. You have to actually know what's going on ingame to comment on it. I'd honestly like to know if you see this point at all or do you vehemently disagree? If yes why?
3. Most of the things you're suggesting are CLEARLY not within the scope of what the balance team is allowed to do. Arguing about modability etc. in this context is just pointless.
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