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I just watched DukeSloth's latest video on why these upcoming balance changes suck so much, and it really has gotten me to thinking.

Why is it that, time and again, it seems like the balance team just flat out ignores what most of the community is finding problematic?

"Oh, Crit's doing well and everybody, even Hunter players, hate it? Better nerf Attack Speed, then!"

"Oh, Bluestone gives gods like Tyr and Arthur uncontestable clear? Better nerf the HP5!"

Like, why do they never, ever seem to want to just admit, "Yup, turns out that change we did was a mistake, we're gonna undo it"? The only time I can remember that is at the beginning of the season, when they immediately reverted the antiheal changes because it showed that the effect was exactly the opposite of what was intended.

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over 3 years ago - /u/HiRezAjax - Direct link

Originally posted by Phretik

I think the difficulty is you don't want to nerf what makes the item great but create a bit of a trade off by buying it. So bluestone for example. Great clear, great damage over time. But it's meant to be a item that makes you more at risk of ganks etc while keeping that damage, it's (meant to be) a high risk aggressive starter item. 20hp5, immediately at the start of the game doesn't make it risky at all. Especially if you're a god like Tyr or Guan who has self heal. So that's what you'd target for balancing.

Thanks for this comment and to many in this comment section! Its amazing to see the community sticking up for the balance team instead of piling on the hate. We have come such a long way with our balance process and community interaction is a HUGE part of that success. Working with players more on balance has resulted in a lot more positive player sentiment and positive game metrics.

Im sorry Duke didnt like the update, but I think the reasoning for all of the changes is sound.

High level players want aggression in the solo lane, but there needs to be a risk to it.

Crit is strong, but its mostly strong because of specific enablers. A lot of people seem to think that we didn't really nerf crit, but we actually hit the primary crit starter - arrow - extremely heavily. The other shifts were related to crit, but more intended to help shake up hunter build diversity and provide a wider variety of balanced/viable options instead of a few standounts.

People also forget wind demon was just nerfed on monstercat launch day, as were a ton of solo items buffed - and we havent seen SPL since so there might be some significant meta changes already present that players arent aware of.

Are crit and solo "fixed"? maybe not. Will we need to keep working? probably. but thats the nature of the genre and we will see improvement when we work together, not when we seek to divide.

Thanks! <3

edit: oh yea, we revert stuff ALL THE TIME. Im seriously considered labeling the changes "REVERT" on patch notes so this old salty meme will die. We are not afraid to undo changes, but in cases like bluestone where we want the aggression, but also want more risk, a revert does not make sense.