Everest_Lionheart wrote: »The trouble with power creep is how hard it is to put the cat back in the bag after you have let it out and created new content that needs that level of power to pass.
The side affect of power creep on the other hand from a PvE perspective is that so much more content is accessible to players who a year ago wouldn’t even have a chance to pass it. More players running HM content is a good thing even if it makes normal and veteran non hard modes kind of a joke.
Power creep creates a different kind of problem with respect to certain mechs in the game where you absolutely need to control your burst damage. It also makes players in some groups take unnecessary risks in exe when all they had to do was play one more mech and they group would have passed the boss with no deaths.
This is the game’s ultimate trap right now. Too much DPS. The trivial stuff was already trivial. But trying to nuke the tricky stuff can cause other problems to stack up real fast. I have seen groups commit too early in vAS2 and watched an enraged mini wreck the group.
I have also seen the opposite affect. Runs that would end up in a wipe with 3 dead DPS in exe can be pulled out with the high damage we have now if groups play smart. You no longer have to be perfect to get certain clears.
I would rather they add the hard mode mechs to all of the content only make them less punishing so those finally accessing the hard modes in veteran content have some kind of exposure to them.
If you manage power creep by looking at damage done by skills / sets, players can keep stabbing / shooting / burning things, which is typically the bit which is more enjoyable and engaging.
If you manage power creep by crippling sustain, players end up focusing on potions, heavy attacks, mashing synergy buttons etc. which are typically far less engaging.
Instead of seeing things like Combustion nerfed, it would be great to see all classes (e.g. Magplar) have access to healthy sustain while power creep is managed through looking at damage.