The vast majority of the changes in the game are small fine-tuning changes to long-standing well-understood issues (e.g., OST T3/T4 changes and Soviet T2 changes). Then, there is a vast number of small no-brainer changes.
Most of these changes have had the benefit of being tested in FBP (and reintroduced as lighter versions of themselves), or tested in a large number of balance mods, and seemed to work.
Conscripts, while an important issue have received conservative changes, as you've already seen both theoretically (and also, hopefully) while testing them out yourself.
Volksgrenadiers, OKW Vet4/5, Penals, Lend-lease meta, Heavy TD and heavy artillery are also well understood and urgent issues that needed resolution.
For every faction, we are taking a calculated risk and are attempting to define new roles for units that really need them. Those calculated risks currently are:
- Jackson
- USF Smoke change (which is a prerequisite for the Jackson)
- Ostwind (only because of the range)
- OKW timing with respect to their vehicle fuel prices
Everything else has been meticulously modified in predictable ways. For most of the changes, this won't really change the intended raw performance of the unit, but it will require you to rethink how much micro you are willing to invest on said units (e.g., Firefly and Panther moving accuracy pop to mind).
Are we seriously going to bemoan the fact that 20-or so units have had their popcap adjusted to match their performance?
I have been going thru the newest versions of DBP and imo is becoming more and more destined to create more problems than it solves.
Can you please provide a list of all the changes you consider to be too profound? Instead of spending time trying to count the number of lines on the changelog, why not spend sometime testing the changes and see for yourself how many of these changes are truly as gamechanging as you make them out to be.
This is a nearly 5-year old game, and one of the thorns in this game has been Commander Design. This is, finally, the coming of the Commander Rework patch. However, we can't give the game meaningful commanders, however, unless the baseline factions have been adjusted in a way that their synergy makes sense throughout the duration of the game.
Why bother revamping infantry-based doctrines if they are going to get chewed apart by Luchs in the early game or bled by heavy TDs, lavanades and Vet5 in the lategame? Why bother revamping non-Tiger doctrines if OST teching is so expensive that you always need a Tiger? How are you going to evaluate the performance of those changes if the baseline is so skewed?