this post was submitted on 09 May 2024
69 points (96.0% liked)
Games
31990 readers
6 users here now
Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
Weekly Threads:
Rules:
-
Submissions have to be related to games
-
No bigotry or harassment, be civil
-
No excessive self-promotion
-
Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts
-
Mark Spoilers and NSFW
-
No linking to piracy
More information about the community rules can be found here.
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
If the strategy is looking at "what most people use" and "what is overrepresented in the win stats" you will always end up nerfing what is fun and popular.
So I'd suggest smaller changes.. off course fix bugs and stuff that does not work as intended.. but balance a weapon .. and go on to the next. Also decide what a weapon is supposed to do.. sniper shotguns should not exist.. neither CQB dmr's.
Nerfing things on a PVE game that's supposed to be fun shows a lack of creativity.
You can buff the other things while finding better ways to increase the difficulty, instead of just boosting health and throwing more enemies, but that's the "easy" button.
That's just false, you'll end up with Payday 2 where everything is so broken that enemies need to nearly insta kill you from any range to have an actual challenge.
That's exactly why I super disagree with the idea, "If everything's overpowered, then nothing is." All it seems to lead to is a game that's only dead easy or impossible.
Yeah, you end up with a game where everything dies in one hit, including yourself.
I play DBD, and one of the playerbase’ biggest annoyance is balance by win rate and usage rate. Sometimes an option is just fun and well designed, without being too strong.
It’s especially important to look at what’s fun for multiple players. A good example might be Helldivers 2’s jet pack. Yes, it’s so fun to cover a lot of ground at once, but if the way that’s used is to abandon a cornered teammate to go do objectives while they die surrounded, then it suddenly makes teammates feel slow and useless.
Meanwhile there’s dopamine-driven team synergy potential with the assisted reload weapons. But, there’s not a lot of mechanical information encouraging their use, and it’s pretty simple for people to just use them alone.
I remember TF2’s simple idea where all weapons did more damage the closer you were to enemies, and it demonstrates what I think can be really good balancing design.
The team reloads should not require the teammate to wear the backpack. I'll bet it would be used more then.