Not all were simple buffs, or nerfs. Some of them were fixes.Simo94 wrote: ↑09 Sep 2018, 11:55I dont think skill has anything to do with the current state of balance, it was simply a series of buffs for marines (M41A massive buffs, SMG and pistols buffs, Explosion rework/massive buff, OB/CAS rework, B18 ammo increase, Sentry fixes and buffs, indirect defibb buff cuz of xeno corpse dragging change) coupled with a series of nerfs for xenos (stat rework/reduction, tackle massive nerf, queen dying larva loss, no dragging corpses, marine devouring nerfs, nesting changes, small nerfs here and there for bite/tail stab and warrior lunge).
I think the amount of skill among both sides is more or less consistent with time, its updates that cause these changes and also causes skilled players to desert a side/role sometimes, IMO.
Skill always have something to do with balance, especially with xenos that didn't required much to be effective. How much Skill you need to have as Queen before removal of Charge? Not much. Fire resistant, explosion resistant, high HP, high armor, faster than marines in armor, Screech and Charge. I still remember solo Queen just charging trough Almayer halls, Screeching, slashing and charging back to escape. Queen had to make a very stupid mistake to die, marines had no weapons/skills/abilities to do anything.
Xeno Vore changed from swallowing whole squad by single runner, to swallowing one in perma stun where there was no chance to survive, to what is now "75%-25%" fair by giving a slight chance.
Tackle nerf also added requirement for skill instead of simple "click and repeat" that even a trained monkey could do. Do you want to capture? Gather xeno friends, or pick sentinel. No longer a lone runner can capture a healthy marine.
Nesting change even did anything to nerf xenos besides removing meta xeno sentinels with watch in hand that would "unest" and neuro every atleast slighty robust players just before they could escape? Why do you think so many marines just ghosted? There was lik no chance to kill yourself, not talking about impossible escape and one meta sentinel could guard like 5 or more marines even when they were coordinated in "launching" resist timer. Now Queen have to order more sentinels to guard hosts if She want them to burst for sure and not kill any xeno, or destroy eggs.
Corpse Dragging removal also fixed meta/powergaming of xenos and now xenos require to defend a position they took from marines in order to remove those players permanently from round. And even if xenos wasn't able to defend this postion, they still removed those players for good 10+ minutes.
Warrior lunge... Point and click to 1vs1 even the most robust marine in the universe. It was and is like teleport for xeno. Skill is cool, warrior is cool when he rips marines heads off, but "teleport" portion of this skill is stil unfair in my opinion. Still... The best T2 to kill a single marine.
Now for marines:
SMG and pistols buffs: Like they are now any good against xenos without taking it to high powergaming level. How can pistol shoot 12 bullets faster than Pulse rifle?
M41A massive buffs: Without it every xeno complained about "Shotgun meta", how more than 50% of marines are taking shotguns and this is so unrealistic.
Even now I consider Pulse Rifle to be inferiour, but I might change my mind becouse of Shotgun Slug spread I writed before. Stuns hurt when you are the one to receive them, right?
Explosion buff is what I agree might be OP. One shot kills are unfair, but hey! There could be at max 4 specs with RPG's, but Ravagers and Boilers have more numbers.
I'm not playing Engineer and Delta don't sit much in FoB so I can't talk about Sentries and stuff.
HUGE Barricade nerf (But concept of "barricades" against xenos is broken itself).