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RedJohn's Humble opinion about EDI BOT


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#551
etm125

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january42 wrote...

I really have yet to see a decent arugment for nerfing edi.  She's op, but in a way that doesn't really hurt anyonre any more than any other class. Unless you love playing medic and getting revive medals, I'm not sure why you would hate having EDI on your team more than a GI or TGI. Like RJ said, her damage output isn't tip-top level.

Maybe I got old, but I'd rather have minorly op(and she is no where near the old GI+Krysae combo) classes than a clone of an existing one that is slighly more balanced, esp considering all the weaker classes out there.


You know it's funny I made almost the same claim in another similar thread going the opposite way. You're saying you have yet to hear a solid argument for balancing her and literally in the next sentence concede she's overpowered. But that's not an issue for you here because of your idea of balance. (I'm honestly trying to show where the disconnect is. I'm not saying you're wrong)

I think we can boil the problem down to definitions of balance. You're on the same boat as Stikman (he made a similar argument in another thread he stopped replying in). You only see something as overpowered and in need of a balance if it interferes with your gaming (inf+krysae killed everything so you couldn't kill anything) or as Stik put it "the game in general". Vague as it is, I can see the idea.

People arguing for a balance on EDI are saying the game is balanced around kit selection. Each should be equally viable (or as equal as possible. We all know perfection is an unattainable goal). If you have massive killing power, you should not have massive durability and vice versa. It makes the game interesting. You make different builds with different combinations and try to eek out as much power as you can from a kit.

If we work from definition 1) Balance only if it interferes with how I, or anyone, plays the game in general then survivability of a kit never interferes with it. Only extreme damage.

If we work from definition 2) Balance if a kit is out of balance with the others then it becomes obvious that EDI is in need of a balance. If you look at other kits' damage and survivability it becomes....blindingly obvious she is more powerful than the others. It's not even close.

I liken definition 1's style of balancing to buying a fire extinguisher after the house is burning but I realize that's inflammatory.
I'm never going to change your idea of balance, nor you mine. We cannot see eye to eye. So whupee. We'll see what BW does.

#552
Original Twigman

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^^^ dude, the perception you have comes after the fact of what i was saying. You keep trying to fit your mold into a concept that goes beyond "just my perception."

Here are some links to read so you better understand some basic concepts of game balance:

http://www.gamasutra...deo_.php?page=1

http://www.gamecaree...ine_art_of_.php

hell, i'll even throw in a video

There is no such thing as perfect balance, and when you get into the minutae of balancing small dimensions of a kit, you lose focus on the most important part of balance, "is this a dominant feature?"

Before you begin to discuss "balance" you must first look at as to whether or not the things you are balancing are leading to a dominant feature.

Once you have that concept down, you will look at this: http://www.realityre...strategies.html

Edit: Just to be clear (once you have read/watched the video), the concern these nerfers have is that the AIU will become the feature that players use/realize that they can "win" if they simply use her, without ever really learning how to play. I say, this is crap, because it is based on prediction, and we cannot assume that she will do this to the game without verifiable proof that the playerbase is gravitating toward this feature.

FYI: I believe the Geth Juggernaught was intended for lower level players to use as a way to get accustomed to higher difficulties, while the AIU was intended for the higher skilled players to further their abilities.

Modifié par Original Stikman, 08 mars 2013 - 05:46 .


#553
etm125

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Thanks for the articles Stik, they were a good read.

Original Stikman wrote...
There is no such thing as perfect balance, and when you get into the
minutae of balancing small dimensions of a kit, you lose focus on the
most important part of balance, "is this a dominant feature?"


Anyone who looks for perfect balance is on a fool's errand and I said as much in my previous post. There are a few good points two of these articles bring up. I want to address what I see as the problem with EDI and then the dominant strategy theory.

Why do we have rules?
We have rules in order to provide the player with a system within which
they can make interesting choices. Imbalance weights a player's choice
to a degree that it no longer becomes interesting. The classic example
of this is the RPG item that you never unequip. When you find an item
that is so good that every other item you could equip in its place
becomes worthless, all the interesting choices that you should have had
to make about equipping that slot become moot.


In a vanilla RPG game we might have several levers to pull, such as strength, dexterity, endurance, bla bla bla. In ME3MP, a horde style game, we can really boil things down to 2 levers (3 if you wanna call something like Misc. or Utility): damage and survival. I know I've said it before in posts but this game really does boil down to that. Everybody gets lever 1 up or down at some level, and hopefully lever 2 the opposite. EDI has extreme damage and practically game-breaking survivability. There is no other kit as good as her. Other than "for kicks" or to be a hipster there is no real reason to pick another kit (exception being an all biotics squad coordinated beforehand). But on a one-on-one basis there's no reason to pick anything else. She's freakin' immortal. " Imbalance weights a player's choice
to a degree that it no longer becomes interesting." Kit selection is no longer interesting.

Gameplay is all about making choices and in a poorly-balanced game,
many of the choices available to the player are essentially rendered
useless. And this, in a nutshell, is why game balance is so important --
it preserves your game elements from irrelevance. In an imbalanced
game, one or more "dominant strategies" quickly emerge, limiting other
strategies useless except for some un-intended purpose (such as getting
used as a handicap mechanism, or comedic reasons).


Unless I want to handicap myself or for comedic reasons EDI is the superior kit. I especially like the part about Fortress because it is similar in many ways (an MP with class style selection) to ME3MP.

Cherish Weaknesses. Valve's Robin Walker, lead designer of Team Fortress 2, said
that the most important aspect of the character classes in the game was
actually their weaknesses, not their strengths. It's somewhat
counterintuitive to think this way, but making sure that all of your
game elements have a distinct weakness can be a great way to help you
avoid dominant strategies.
Sometimes these weaknesses manifest in really interesting ways,
creating interesting situations. One of my favorites is the
super-destructive Demoman class in Team Fortress 2. Loaded with
two types of explosives, he can quickly turn masses of foes into small
barbequed chunks of flesh, and he's great at taking out sentry guns.
He's also got an average amount of health and moves at an average speed
-- which are the main knobs tweaked to balance most classes in the game.
So how is the Demoman balanced? Because he has no bullet-type weapons
whatsoever. This means that besides using melee, the only way for him
to kill anyone is to predict where they'll be, whereas every other class
can attack by shooting where you are. It's a great example of a non-straightforward way to balance a game element.


He loves him some weakness. So do I. It's what makes a kit interesting. How can I keep the strengths while minimizing the kit's downsides? Can you help point out to me EDI's weakness? Is it damage? Is it survival? It's possible she does and I don't see them. But from my testing -- she has none.


Original Stikman wrote....
Edit: Just to be clear (once you have read/watched the video), the
concern these nerfers have is that the AIU will become the feature that
players use/realize that they can "win" if they simply use her, without
ever really learning how to play. I say, this is crap, because it is
based on prediction, and we cannot assume that she will do this to the
game without verifiable proof that the playerbase is gravitating toward
this feature.


I don't care if players learn the game or not. The kit is simply out of balance and far superior to all other kits. The prediction part leads me to the next part.

Dominant Strategy

The gamasutra blogger is of the opinion that something should only be balanced if/when the game comes crashing down around a single strategy/feature. You said that we can't call it a dominant strategy because its prediction. So you're fine with waiting until the game becomes laughably static by one kit/feature/strategy? Up until that point everything's kosher? It's not a dominant strategy yet? How many people will have to use her to fill this criteria?

Bioware doesn't seem to follow this theory of balance. Every week (now every two weeks) they make changes to the game. Absurdly minor balance changes. Things that do not come anywhere near to being a "Dominant Strategy". Things that no one even notices sometimes.

Eric Fagnan wrote...
Turian Sentinel
- Starting encumbrance capacity increased from 40% to 50%

Turian Soldier
- Starting encumbrance capacity increased from 55% to 65%


This deserves a balance change but Repair Matrix doesn't? Why can't we call a a horse a horse? Even people like you and January say she's a relatively overpowered kit. But until the game becomes EDIbot multiplayer you don't care?

Original Stikman wrote...
FYI: I believe the Geth Juggernaught was intended for lower level
players to use as a way to get accustomed to higher difficulties, while
the AIU was intended for the higher skilled players to further their
abilities.


Probably on Juggy. I've seen quite a few lately. You won't hear nerf calls for him, though. Why? Because he coughs up damage for his durability. Trade off. Does not trivialize the kit selection choice. If you want damage you go another route. If you want durability he's your dude. Cool.

As for The AIU-- if anything she deteriorates playing skill. I play so much worse with her than any other kit because f*** it! who cares if you play like garbage? The worst that happens is a lil get-up animation. I run into situations firing away that I would never ever go into with another kit. At least I'd have to sit there and feel like an ass for being so reckless while a teammate comes to revive me.

Modifié par etm125, 09 mars 2013 - 04:57 .