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It was the patch that got me to stop playing. Why you would nerf weapons in a non-competitive game rather than make poor preforming weapons viable is beyond me.

It’s akin to Steve Jobs telling everyone they’re holding their phone wrong.

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It’s to keep design space open and to minimize developer work.

Let’s say we decide to keep an overperforming gun. It does all the things. It has all the ammo, all the damage, all fire rate, all the reload speed. Now, all future weapons have to be made with that as a consideration. Why would players choose this new weapon, when there’s the old overperformer? The design space is being controlled and minimized by the overperformer. Players will complain if new weapons aren’t on the level of the overperformer.

Now, let’s say we have ten weapons with one clear overperformer. Now, we can either nerf a single weapon to bring it in line with the others, or buff nine weapons to attempt to bring them up to the level of the overperformer. Assuming the balance adjustments of each weapon are the same amount of work, that’s 9x the effort. However, if we assume we do this extra work to satisfy players, now we have ten overperforming guns and players find the game too easy, so now we also have to buff enemies to match. However, the game isn’t designed to handle these increase in difficulty. Players complain if we just add more health to enemies, so we have to do other things like increase enemy count, but adding more enemies increases performance issues. It’s a cascading problem.

I consider nerfs a necessary evil. It’s absurd to ask developers to always buff weapons and give them so much work when they could be developing actual additions to the game. Sometimes, a weapon really does need a nerf.

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Also, I’m not sure how much this applies to helldivers specifically, but from what I’ve seen, teams didn’t really teamwork. Because they didn’t have to.

This can be very bad because if it follows these steps:

  1. game is easy, no teamwork required, players learn to play the game without teamwork
  2. game gets harder, but some people can still manage solo, complain about “newbs” and tell them to “git gud”
  3. game gets even harder, now it’s impossible to play “quasi solo” but the environment is no longer fit to learn teamwork in the context of this game. “How” to work together effectively.

Then people will complain, justly, that they don’t have the tools and methods to beat the challenge. Which is correct. They don’t. But you can’t just tell people to “go play easy mode and learn the game”, when they are “max level” and put 40-100 hours into the game.

Of course the synergy tools still have to exist and I’m not knowledgeable about helldivers whether they do.

There is no good choice to “encourage” teamplay, except via creating “natural” funnels that people will “end up at” “organically”, and putting a challenge in front of them that they can only work with teamwork. But that means the challenge has to beat them, until they get it. And that may never happen.


One game I have found exceptional as a case study for what is “overpowered” and what isn’t, and why, is magic the gathering. All the “code” is public. The complaints are public. The bans are public, and explained. So if anyone here wants to nerd out about balance and doesn’t know mtg yet, there is a rabbit hole for you.

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Did you ever played Payday 2, where powercreep made us go from guns with all the best attachments could maybe kill the toughest enemy in the game in half a mag, or about 15 shots, to the devs needing to implement 3 (technically 4) more difficulty levels with new enemies that were just old enemies with more resistances or 10 times the health as their stock launch counterparts, and those things dying in 2 hits from all the meta build weapons. All because they kept introducing more powerful weapons, more attachments that made launch guns more and more obsolete, and general more power creep through skill tree expansions and entirely new jobs for perks. The player counts for that game dove off a cliff after players realized each DLC was just pay 2 win garbage and even using stuff you could get only from the base game and free updates left every weapon feeling samey with the same tactics being used and things not in the meta utterly ignored by anyone playing end game content. Because instead of reigning in the things that overperformed and broke the balance curve, they just kept powercreeping new items into the game.

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The player counts for that game dove off a cliff after players realized each DLC was just pay 2 win garbage

And what exactly do you think is going to happen with this game?

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This is a dumb take.

If there was a gun that 1 tapped every enemy in the game and had infinite ammo and maybe even auto aimed for you, that would suck a lot of the fun out of the game wouldn’t it?

Would you not want that gun to be nerfed or would you want every gun in the game to become a 1 tap super weapon?

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that would suck a lot of the fun out of the game wouldn’t it?

Good thing you get to choose which gun you use. I personally would love that weapon. I’ve got two kids and a full time job. I need a nerf mode. The rest of y’all can use whatever other guns you like. But give me the BFG and let me have my fun.

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*

This game has like ten difficulty options. If you need the BFG on easy mode then you probably are just bad at videogames.

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Bad straw man argument

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Eh…it’s sort of a valid argument…however…it’s like instagib in unreal. It was one of the funniest game modes in the game.

Instagib on low level enemies would be fun as hell…then the boss spawns show up and obliterate you…that’s how I thought this game was going to go.

Now it’s really a game of find more ammo and run from anything with armor until your strategems recharge.

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1 tap super weapon, and introduce a viable challenge to make that obsolete.

But you’ll just get premium war bond weapons from here on out to close the difficulty gap.

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