You are (or were) talking about game-breaking. I pointed out the difference already between trait-vs-difficulty and trait-vs–trait balance. Obviously SS is stronger than the other traits, and that can be fixed by buffing the other traits. If SS isn’t breaking the game than it isn’t a problem to bring the other traits up to it’s level.
You’ve said multiple times that SS is making Cata too easy. If it isn’t making Cata too easy (which it isn’t) there isn’t a problem with balance-vs-difficulty, only a problem with balance-vs-other-traits, which I’ve addressed above and in my other posts.
Yes. And that’s why your unlimited-trash-mob vs 1 player examples don’t work. In the real game there are 3 other heroes competing for those hits. There are armored units to interrupt those hits. There are ranged specials that need to be sniped. There are berserker and CW and SV attacks that need to be blocked or dodged.
If Cata is fine then their isn’t a problem of trait-vs-gameplay imbalance, which means bringing the other traits up to the level of SS isn’t powercreep, it’s just balancing trait-vs-trait.
This has very little to do with traits or SS. The nature of the shield-bearer is literally to provide peel for the DPS. Slayer, Zealot, HM are always going to be the vanguard and charge ahead. Ranged classes are always going to kill as many units as they can from range. It is the shield-bearer’s job to protect their flank and provide cc if/when they get overwhelmed. (There is nothing more frustrating as a flamethrower user than a FK charging directly in front of me into the horde/ambush I’m already burning to score cheap kills while I get hit in the back.) If you pick a shield weapon you shouldn’t measure your game experience with kills. Your primary job is to provide cc, peel, and take agro, so the dps can kill stuff, and there are no green circles for that, so it’s easy to look at the score-screen and “that’s it?”. If you don’t like that, maybe you’re playing the wrong class.
Anything below Legend is invalid as far as balancing is concerned, since any experienced player can solo or hardcarry with any class over lvl25. But…
This is evidence that SS is not OP or broken at all. If SS undercuts all these mechanics, the way you say it does, these players would be able to transition more easily. My advice to those players is to git gud.
Because you’ve said that SS is making Cata too easy. I say it’s fine. Neither of us has the numbers FS does to provide evidence, so we are both relying on our personal experience. I put out my numbers, which are mostly from pubs, and in my experience Cata is extremely difficult. But I imagine it is easier with a pre-made coordinated team, so I’m aware that my experience isn’t everyone’s experience. So I was curious about how you came came to the conclusion that SS is making Cata too easy. I got even more curious when you described yourself as an “average/below-average” player, which I gave my definition of above (feel free to correct/clarify), because an “average/below-average” player (imho) can’t complain that the highest difficulty is too easy.
I can absolutely tell you that, because the “average/below-average player” struggles to be 50% on Legend. You’re also putting all those “balance issues” on SS. It seems more like you have a problem with imbalanced plaver-vs-player skill, which FS can’t fix and shouldn’t try to.
Until they die in silly ways. Bots are also unreliable in so many ways that getting into it is pointless. The main point is that making the game essentially un-winnable for anyone remote, non-peak-hours, or lacking good internet is a bad idea.
They don’t work “the same”. IB with shield+trait is more effective than RV (because stamina-effectiveness is a factor here, just like crit% is a factor with the classes/weapons it favors). Also the fact that not every class (2/3rds of Elf, Salty, Wizard) has access to shield-weapons is a class-dependent factor in itself.
Parry works the same on all weapons because the effect is to restore the block-cost of the parried attack. It isn’t even really weapon-dependent because it’s only condition is: have a melee weapon and do the thing. Heroic Inspiration is the same way, but that doesn’t make it a good trait. Also, Parry does still favor stuff like FK, IB, Zealot…anything that take a hit if they don’t get the timing right.
SS also works the same way across all weapons, it’s just that some weapons/classes have a higher crit-chance than others.
Only if you can actually trigger it, which is why Perry is a mediocre trait. Otherwise you’re now taking damage or have no stamina. Better to just dodge and kill the attacker with SS (Buhahahaha!!!)
Shade, BH, Pyro, Huntsman are all balanced by being squishy. Having more than 2 of them in a Legend/Cata run makes carrying books and general survival much more difficult and likely to fail (in my experience). This isn’t imbalance. It’s the inherent trade-off between DPS and tankiness. Or were you talking about trait-vs-trait balance? Because (as I pointed out above) all traits favor certain classes.
I haven’t played enough WHC to refute this, but the core concept (stagger everything and then hack away) is the same. My feeling is that the speed/ease difference is probably negligible. You’re also excluding Maulers/CWs which are the more important units (and which Slayer is better at cutting down). Slayer can 1-2 shot most specials too, but the limiting factor for those is being in melee range.
But my point is that other classes can already do what you’re claiming would be broken (CC and hack through hordes…any staff, drake-gun, zealot, merc, whc, slayer, hm). Reducing or removing the RC cap to make it more competitive wouldn’t break the game (imho).
Sure, if you’re being biased and limiting the field to Kruber careers. But I think across all careers the tanks are IB, FK , Zealot, UC, Merc. He’s absolutely in the top 5, which makes him the most or 2nd most tank-like member of many possible squad-combos. He’s arguably a better tank than UC despite having less health, since he can provide those support-like benefits to his team (health, damage reduction, paced strikes). I think those support abilities fall under tanking, since temp-health is effectively damage-reduction.
Her survivability is what makes her tanky (she’s probably 6th most tanky career in the game). Tanking doesn’t explicitly mean taking damage. Nobody (except Zealots) wants to take damage. The more traditional tanks are certainly better at it, but being a tank is more about being able to handle agro, provide CC, and survive, and she can do all three very well. She is a hybrid.
Bringing the other traits up to SS teir isn’t powercreep, just balance.
Oversimplification ignoring game-elements that don’t exist anymore.
Provided you’re playing a high-crit class/weapon and have an infinite stream of trash enemies w/ no armor or specials.
Refuted by video evidence of the allegedly undercut mechanics being used effectively by a SS user. Also refuted by your own statement that Champion players reliant on SS have trouble transitioning to Legend.
No it doesn’t.
SS is kinda inherent to solo-runs because you have to move quickly and attack-speed effects movement-speed, and makes it easier to dodge specials. You wouldn’t pick any other trait.
But here:
Two videos of Parry/Opportunist being used on Cata. Note how the Shade (who I’m guessing is running SS because Shade) dies. I don’t see SS breaking anything in either of these runs either.
I’ll mirror that. GG and GL.