I don’t understand this decision in any way. What data were you looking at that made you decide we needed 30% fewer crushers and bulwarks? Did a few forum posts from players with terrible team compositions, playing on havoc 40 with the rotten armor modifier, convince you that your iconic Ogryn enemies, which we’ve been mulching through by the dozens every game for the past three and a half years, clearly have to be removed?
Did the 5 people complaining that they only have a measly 70% of their arsenal to choose from, if they want to counter carapace, lead you to the conclusion that Crushers were hopelessly overbearing and restrictive?
You made a game with zero team-composition restrictions. So you’re going to get feedback from teams that, somehow, manage to not bring a single ogryn-counter between them. Which, again, given what a small percentage of our arsenals this represents, is honestly impressive. Its been three and a half years we’ve had these enemies, they’ve been solved. The time to reduce their numbers, if ever, was at the beginning. Doing it now is just ridiculous.
The new shield mobs seem to be a way to give hoards back some of the bulk. They do the same job as the big-boys, but they’re less interesting to fight, have zero personality, and don’t give you any of the awesome “ah sh*t, Ogryn shield wall incoming, divide and conquer lads!” moments that have been a staple of your game for three and a half years.
The difficulty ceiling needs to get RAISED over time as players get better. This is a zero-compromise solution, everyone wins here, because the difficulty curve remains unchanged, you’re just adding more curve. If you find the new ceiling too hard, you’re in luck, you have every other difficulty in the game to choose from. Find it too easy? Hah, f*ck you. We’re going to make it even easier you dumb nerd.
*cries big dumb nerd tears*

guess that wont spend much time