This is really kinda complicated.
I have been trying to work my way around this subject for a while now. My temp document is a 6-pager and still barely touches the issue.
Im gonna try to keep this short:
Usually there are two complaining parties in a game:
-The casuals who think the game is too hard
-The pro who thinks the game is too easy
Now that is natural, you cant make everybody happy. The problem is:
Right now we have both. At the same time. And neither one of them are wrong.
Let me compare two basic combat scenarios:
1) Two people are dueling with swords or other medieval weaponry.
This fight, despite the outcome can be fought in many ways. It can be won with strenght, speed or thinking.
The more skilled opponent will usually win. However the less skilled opponent holds his fate in his own hands. If he gets decapitaed, it happened because he didnt block
or dodge a vicious strike.
The outcome of the fight might be almost certain from the beginning, but due to the nature of the fight the less skilled opponent has what we call an ‘illusion of control’
2)Now lets take our two brave fighters and replace their weapons. Lets just give them fully automatic rifles.
We now have the problem that the faster trigger finger decides the fight, so lets compensate for this by giving them a high quality body armor.
Now the odds have changed.
The more skilled fighter will probably still have a better chance to win, but in the end all he can do is aim at his opponent and fire. Vice versa.
Whether you win or not now depends not on your combat skills, but on your enemies.
There is nothing you can do to avoid death, only try to kill them before they kill you.
Both opponents have just lost a huge chunk of control (or the illusion of control)
Worse yet: A new player equals a fighter who has not yet equipped his armor.
In the medieval battle, they will loose, but at the same time learn. With machine guns they will just be ripped apart without a response or even an understanding of what happens.
The metaphor can easily be applied to bunkers.
A knight may uses his shield for the potential to block an opponents attack.
A swat operative may take cover. The enemy shoots. Either they hit, or they dont.
This almost perfectly equals a thief vs ele 1v1 setup.
The ele can only run in circles, heal and delay the inevitable.
The thief can only chase, and hit a target that negates every hit. The fight is probably ended by a series of critical hits.
This is not exactly a satisfying setup for either one of the fighting parties.
The core problems with the current powercreep are:
a) It takes away a huge chunk of control. From old and new players alike.
b) It transforms the ‘skill’. So unlike many I dont think the current game does not require ‘skill’ but it requires a different type. The one usually seen in pve.
I will not go into full detail here, just the following:
Right now a fight is won by using skills. In a perfect tactical enviroment a fight would be won by not using skills.
c)It twists the counter mechanic. This might require additional explanation:
Lets say we visualize the odds of winning a setup in numbers. The higher number obviously wins.
Now lets say a counters number is always twice as big as the countered classes number.
Giving the countered class a pretty low chance, and thats alright. Counter mechanics are important and inevitable. And maybe a good player can make up for it, or not?
Lets also assume player skill can influence the duel by a static maximum of 100.
If now class number one has a value of 50, and class number two =100, obviously every player above 50 will be able to turn the fight in their favor.
If now the first class had a value of 500 and the second one of 1000, well the player skill would make much less of an impact.
Of course it wont be that drastically a turnout in reality, but it visualizes very well why counter mechanis get progressively worse with powercreep.
You can also imagine it this way: If both classes dealt 0% damage, the fight would always be even.
If both classes dealt 100% damage and one of them would always strike first, it would not.
d)It takes our build diversity. This is easily understandable if you read above spoiler.
A trait being numerical a worse choice makes less of an impact if the two compared numbers are lowered.
If both traits are relatively insignificant you can compensate for the worse choice by utilizing it in a specific way.
Build diversity with powercreep is not impossible, but much harder to achieve and to maintain.
Now what is the problem? Its basically a vicious cycle:
-Due to pve and the balance changes subsequent to HoT we have highly inflated damage numbers. CC is also a part of this.
-In order to deal with the immense damage we received compensation in form of invulnerabilities, blocks, evades, passive procs, stability, protection, cleanses…
-Some classes found themselves in a spot hardly able to deal any damage. And received a buff to their dps.
Symptoms
->Short cooldowns. A meaningful skill should not be something you use asap.
Right now dd’s are utilizing for max damage output and bunkers for max damage migation. This is possible because there is too much of everything.
The short cooldwons create a relatively fast paced game and promote uptime maximization, skill rotation and quick reaction.
Unfortunately they are completely removing the elements of tactic and ressource management.
->Healing and resets. Have you ever noticed how much 25% of your health is? Its 1/4, you loose 1/4, you are 25% dead. Just kidding tho. You can probably heal this back up with the secondary effect from one of your utilities.
This kind of healing makes the game extremely forgiving. You cant base a bunker on healing!
If you base a bunker on short term damage migation they will deny x% damage in every fight. Lets say that is 50000 in a teamfight and 10000 in a duel.
If you base them on healing those 50000 they need to sustain in a teamfight, its not quite suprising if they are overperforming in 1v1.
But its not even the bunkers that trouble me. It seems like playing a class with an effective health of < 3 times their actual health is virtually impossible.
This leads to all the hybrids, all the builds that can do everything at once.
You cant specialize in dealing damage, you will freaking die.
->Protective effects. How comes stability and protection are now basically passive requirements to sustain a teamfight? If you want 40% flat damage negation, why exactly dont you just nerf damage output by 40%?
Maybe its just me but stability should be a short term asset to prevent getting stunlocked on focus or to secure a stomp. And protection a similary short term effect to take the edge of an incoming burst.
->Passive procs. Basically: We have classes that can stunlock and RiP you, so instead of fixing those classes we rather invent passive effects that prevent that from happening.
I mean: srsly. A good game should be balanced to the point where all those passive procs become obsolete from the begin with, because a players reaction saves them, not their build.
Thanks for reading, I appreciate it if you actually took the time to do so, this is quite a wall of text.
Chances are pretty good that at some point you shook your head thinking ‘bs’.
I did not just write this out of nowhere. This is probably the fourth or fifth version, written over several weeks. I have given myself plenty of time to consider different points of view, taking new facts or new realisations into account and readjusting my position accordingly
And tho im certainly not finished rethinking my position, this resembles the actual issues pretty closely.