I'm really not liking how binary many abilities/classes/weapons are and the way in which Bioware is addressing this. Many aspects of this game are too strong in some regards and too weak in others due to sloppy design. Quarian Infiltrators, for example. They're all or nothing. They either worked ridiculous well (Geth) or were overall very lackluster. Or SMGs as a whole. The problems don't lie with the #s and CDRs, but rather the implementation of the concept.
Instead of really examining the problems and looking for more complicated, satisfactory fixes, it feels like the balancing team is just slapping # changes on problems that need a bit more examination. If something is really strong in a select few situations, but worthless in all the others, there are a few ways to go about fixing this. # changes without addressing this discrepancy is...not ideal. Was not doing enough CQC damage REALLY the Pyros' problem? Now they're even better at what they did well and will instakill squishies. Instead of dying in .5 seconds, we die in .4, but their weaknesses that made us not worry about their CQC are just as huge. Clearly a needed tweak to fix how unthreatening many of the Geth regular enemies were, exactly the problem.
A few # tweaks won't fix SMGs either. You need to go back to the drawing board and re-examine exactly what it was you wanted SMGs to accomplish in this game. Because right now, they don't have a place. And with the route you're going, the only people who will use them are maybe Turian Soldiers--and I'm pretty sure that's not what SMGs were meant for. Their problem is with their concept, not their #s.
Buffs/nerfs in unneeded places that don't get at the real problems are just as bad as no balancing at all.
Modifié par Shinnyshin, 13 mars 2012 - 06:28 .