If something is strong you can count on players finding ways to exploit and use it. This way you can notice if it might be to strong. If its to weak however players will mostly ignore it and just complain about it.
This makes overshooting much more benefitial for developement than undershooting.
CleymenZero wrote: »If something is strong you can count on players finding ways to exploit and use it. This way you can notice if it might be to strong. If its to weak however players will mostly ignore it and just complain about it.
This makes overshooting much more benefitial for developement than undershooting.
A genuinely good answer. I have to admit that I didn't see it this way but also have to say that some things are less obvious than others and that things that have changed are hardly exploits.
There have been a lot of CP changes that, especially since they said they've been working on CP rework for a year or more (remember exactly but has been months), are just changes that can hardly be qualified as an attempt to curb exploitation.
The loss of the few hundred points in stam/mag and all other CP damage passives don't look like they're an attempt at fixing something that is too strong. I can already point at a few things in the red tree that hace more potential for exploitation vs the few pen crit and stam points nerfed after the first or second week.
So as small as the power level nerf in CP were, they were still nerfed so my question still stands for those specifically. If the aim was to further reduce the amount of vertical progression then why not just reduce the amount of stages while keeping the total power intact? A nerf, as small as it can be, is still perceived negatively.
Now for the harvest passive nerf, it is 100% weaker now than it was last week. If that was a miscalculated overshoot then that's quite the oversight. The fact that it was, from what I can gather, going to attenuate the inflation we've seen on the market on the past few months further increases the disappointment.
The only possible explanation for the sudden drastic changes to that passive is the fact that, although the whole system has been in development for months, this passive was introduced only recently in reaction to the said inflation.
The game constantly changing in part due to player's influences, they are bound to make minute adjustments and they reacted initially too strongly to the problem and are now backtracking.
Mahabahabtha wrote: »Selling Companions as a damage x-tra after a damage nerf.
codierussell wrote: »Mahabahabtha wrote: »Selling Companions as a damage x-tra after a damage nerf.
From the early on tests I have seen this morning damage barely went down. I have seen a few people around the 100k mark.
Plot Twist: Dummy's also felt the nerf bat so they don't have resist anymore but they "forgot" to resist nerf all the hostile NPCs.codierussell wrote: »Mahabahabtha wrote: »Selling Companions as a damage x-tra after a damage nerf.
From the early on tests I have seen this morning damage barely went down. I have seen a few people around the 100k mark.
its always this way. 1 million nerf cries and somehow somehow dps goes up.