Why are balance changes so slow?
Дата: 05.08.2014 17:49:52

Ectar: Well it doesn't have to be extreme, even small changes can
have massive effect. Bear in mind games that are quoted such as
Dota 2 and LoL won't just do a single pass on a character and then
never go back. You could argue that those games are balanced but
then if you play either you know that some champions are almost
never selected as they're viewed as inferior. As with any game that
has any type of class system, if you put stuff in a "rank/list"
you're always going to have characters/classes/vehicles at the top
and some at the bottom. People will naturally play the top
ones and avoid the bottom. It doesn't always mean that the bottom
one is useless or not fun, just that min/maxers will always have
their top picks. When everything is competitive with
everything at it's tier and everything is sorta equal, that's not
necessarily a good situation. No one wants to play a
character/class/vehicle that's just the same as 10 others and the
only difference being how it looks. We will never
for example balance a tank based on it sitting in the open trading
shots with another tank at 300 meters. Nor do we think "Ok
lets balance the Panther based on fighting a Tiger, ok now balance
it fighting an IS, ok now fighting a Comet, ok now a Jagpanther, ok
now a T29" etc etc. Armour thickness, armour angles, shell
penetration, shell damage, module location - there is a whole host
of variations that can affect the outcome of any fight.
Remember only we have the full statistics from the server and
we look at the big picture.
Why are balance changes so slow?