Nivrax wrote: Looking from that side, Hood got a buff since he no longer dies to 8 colour (1 or 2 match) move.
wymtime wrote: Nivrax wrote: Looking from that side, Hood got a buff since he no longer dies to 8 colour (1 or 2 match) move. I am confused by your thought process since he got no health buff. He is now the squishist of the squishy. So I shall name Hood squishy, and he has been hit with the Nerf bat.
Nivrax wrote: wymtime wrote: Nivrax wrote: Looking from that side, Hood got a buff since he no longer dies to 8 colour (1 or 2 match) move. I am confused by your thought process since he got no health buff. He is now the squishist of the squishy. So I shall name Hood squishy, and he has been hit with the Nerf bat. I mean, some characters got buffs to health. People see it as heroes not getting that boost as a nerf. But by going same reasoning, if characters biggest counter got hit by nerf, that means themselves are getting buffed, no? Either way, it's semantics really. Hood did get squisher by comparision but also his main nemesis no longer one shots him so it's a wash imo, he still is as strong as before.
theHappyDance wrote: And what struck me is that while the health buffs are good for underused characters, they nerfed many of theMOST-LIKED / TOP-RANKED characters really hard. I color-coded my sheet to demonstrate what I mean.
My takeaway from this, is that from a players perspective, use of blanket health changes as a means to buff / nerf is a poor way to rebalance.
The proper way is to rework powers of weaker characters to be more powerful / useful, rather than upping health overall, which primarily has the effect of making matching take longer and be more grindy+ harder for players to keep playing for fun without buying a ton of health packs.
The nerfs seem specifically targeted at the following categories: healers or self-healers, primary damage dealers, utility characters (some of whom have already gone under pretty heavy nerf-bats - e.g. Hood, OBW), and to some degree tanks
Whether or not this motivates people to start using more of their roster I guess remains to be seen, but off-hand it seems like a poor design decision that will slow down combat and make it harder for players to play the game for fun (i.e. progress at all without buying lots of health packs / shields etc..).
Eddiemon wrote: You don't explain how you get from here... to here... My takeaway from this, is that from a players perspective, use of blanket health changes as a means to buff / nerf is a poor way to rebalance.
theHappyDance wrote: Please remember that I started this thread to share my thoughts and generate discussion, not start an argument.
Tannen wrote: theHappyDance wrote: Please remember that I started this thread to share my thoughts and generate discussion, not start an argument. Side-tracking for a second to point out that a discussion with opposing views is an argument. I will argue for my opinion, you will argue for yours. Sometimes one of us will switch our views and then we'll be discussing how much we agree with each other -- which is never as much fun. So by saying that you wanted to generate discussion, you've as much stated that you wanted to generate an argument, unless you knew ahead of time that no one was going to take an opposing view to your opinion (almost never going to be the case with such a wide audience). I guess what I'm trying to say is that as long as an argument doesn't get heated and devolve into personal attacks or name calling, it's not necessarily a bad thing. Cheers.