First of all, the current game’s normal mode and havoc mode are two completely different environments. Challenges above havoc30 are extremely difficult and may severely restrict the team’s bd combinations. But why do so many players still choose to play havoc despite so many restrictions? In my opinion, the havoc mode is actually similar to the ranking system of other games. After experiencing all the game content, many players can only wait for the next content update. However, the step-by-step difficulty and rank rewards in havoc give these players the motivation to log in every week and challenge new levels. This is also the reason why the havoc mode is so difficult but has higher player stickiness than Mortis Trials.
So the current question is whether the numerical balance of the game should be based on the N5 difficulty in normal mode or havoc? In my opinion, the normal mode should still be the benchmark for game balance. After all, havoc is essentially a high-difficulty challenge mode developed as an end game gameplay. Actually, we don’t have to play until havoc40 every week. Enjoying the game within our capabilities is the most important thing.
Furthermore, let’s discuss this data balance itself (since I mainly engage in Vet, I won’t talk about other occupations for now). Just as many people have said, in fact, the number of weapon enhancement projects this time far exceeds that of weakening projects. However, I believe that the effectiveness of this adjustment cannot be judged by the comparison of the number of projects between weakening and strengthening. The veteran has reworked a talent that has gained 50% penetration, increased ammunition for the infantry laser, and extended the duration of hit determination and execution posture. These are several major enhancements that the veteran has obtained this time. In terms of weakening, voc increases the cd time, while plasma weakens the penetration ability. It is obvious that the adjustments made by Fat Shark are aimed at encouraging players to use more uncommon weapons such as the execution pose and infantry laser, but can this really be achieved? I think it is absolutely impossible to make adjustments merely based on the above.
The issue with the Execution Pose does not lie in the duration of its skills or the damage it provides, but rather in the fact that the Execution Pose skill is too fragile in the CQB battles of the Dark tide. The veteran who activates the execution stance is actually lacking in self-protection and is extremely vulnerable to being interrupted by enemies (my friend even says this skill should be called exrcutionally cut, because every time he activates this skill, he is forced to switch power sword by the melee enemies around him). On the contrary, voc is currently a skill that can temporarily disperse enemies around and create a shooting window for veterans. At the same time, voc also has higher team buffs than the Execution Pose, whether it’s the Golden Shield or treating fallen teammates.
What the infantry laser weapon actually lacks is not ammunition but relatively high recoil and semi-automatic mode. I can understand that Fat Shark attempted to turn the infantry laser into a precise shooter rifle with low ammunition consumption, but this idea does not hold water in the mainstream combat environment of the dark tide. In actual combat, it is difficult for players to continuously shoot enemies’ heads with semi-automatic weapons in a narrow environment surrounded by enemies. Moreover, there is now even a long-range enemy that cannot be quickly killed by laser weapon headshots (not to mention that the game is now full of shield Guys, while the enemies’ flamethrowers, trap nets, and sniper rifles can freely penetrate enemy waves and shields). In contrast, plasma can not only penetrate a large number of enemies but even cover. That is to say, if the team is surrounded by enemy waves, snipers and grenade soldiers at a distance can only rely on such high-penetration and high-damage weapons to kill them.
To sum up, we can find that this balance adjustment actually weakened the mainstream weapons and talents of the veteran, but failed to enhance other less popular weapons and talents to a fun level. That is to say, in my opinion, this adjustment to the veteran cannot enhance the playability of this profession and may even reduce it. And we know that the balance adjustment in the Dark Tide game is actually very slow. A certain weapon just becomes unadapted to the environment due to the enemy’s enhancement. It might take a full two years for Fat Shark to notice it again (like the infantry laser), not to mention those weakened weapons that are directly abandoned in the corner of the warehouse (like our poor automatic pistol).
