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Nahlásit problém s překladem
Take for an example, an overpowered defending 3 speed operator is introduced. They have two weapons, weapon A and weapon B. Their ability (for example) is an ammo box, allowing teammates to refill one impact/barb and a percentage of ammo. The data clearly shows that people prefer weapon A 80% of the time. They also observe that players use this operator to anchor site much more often than roam. The extra utility on defence has also increased the defending side's win ratio by 5% (Quite a lot).
They would then look at the potential to reduce the speed of this operator, since it's common for the player to anchor with said operator. 3 speed isnt necessary if you are bouncing between 3 connected room and is making them uneedingly powerful. Now, onto guns. Easy option is to nerf recoil/damage/spread etc for weapon A, since they know that is the problem weapon. No need to touch weapon B as of current. Extra changes could be made that the ammo box can only be used twice. Reduces the impact on the round.
Now, imagine the same operator, but noone plays them because they're considered under powered. You have virtually no play data. Which weapon is better A or B? You certainty dont know. The defending win rate is the same, so you are hesitant to alter something that may break the game. You're not sure if the speed of the operator is an issue, but how can you go faster than 3 speed? Or do you 'nerf' them and make them 2 armour (and risk the player pushback from nerfing an underpowered op)? You just don't know. So you start making changes on everything. Buff to both weapon A and B, even though they might not have been the problem. You buff(?) the operator by making them 2 armour. You increase the amount of ammo the box has? Who knows?
Essentially, with an overpowered operator, you can make much smaller, refined balances that might seem insignificant, but will echo, effectively balancing them. If they are underpowered, you have to start making lots of sweeping changes for everything - until you either go overboard, or hit the right spot. Ubisoft seems to be super hesitant with handing our buffs, so its likely every operator we'll get from now on will be introduced overpowered in some form.
Devs are aware that people don't use for example shotgun ying yet they don't buff it because pro league said no, and currently re-using weapons just creates dead ends when it comes to balancing such is hte case of not being able to buff warden MPX because he shares with Valk, so they won't do that
,,2. Spawnpeeking, Finka's spearpoint .308 is incredibly strong, imagine spawn peeking with it now as defender.''
Then if its so op why dont people pick finka too????
i dont see the point of saying its ok,even on defense,we got aug and most people i see pick mp5k over aug on wamai so ur wrong