Hey guys,
Just a few clarifications:
1. I personally don't have anything against GC, that's..a weird thought. I personally love the principle in game balance when a player can choose and play any ship from a particular group, and show more or less same efficiency, under condition that the ship is used properly. GC and several other premium ships show considerably better performance relatively to player's skill. This is not good for game balance health and it makes other ships in their respective group look and perform worse. And when that's just 1-2 such ships in the group it does not make any sense to try to buff the whole group instead of tuning down the "overperformers".
2. That said, game balance health is not the only factor, and my personal views are not a serious argument when making such a serious decision. For example, if the majority of players are really fine with 5-6 OP premium ships (surely this ship group will grow over years, but looks like our balancing got better over years, too - most of OP ships are quite old) AND if we see that small portion of OP premium ships do not affect the playerbase experience in a bad way - well, so be it. It can be a flaw for some, but if generally people are fine with this situation, and it's not damaging the game, why not. It's not like we want to push the changes no matter what. However, to determine the objective pros and cons is a challenge, especially with so much emotion involved.
3. I saw this opinion several times, so better clarify it again: nobody in the team really cares about selling these premium ships again. From "$$$" point of view it's much better to leave them alone and use on super rare occasions as a side bonus, as all premium ships generate their overwhelming majority of sales when they release. We're totally fine if ships like GC, Kami or Belfast appear only in tiny quantities (because some people just want them in their collection) and never see general sales. Also, I really don't think it's appropriate to claim that we follow "Sell OP ship, nerf it, sell new OP ship" scenario. We have dozens of premium ships in the game, and only 5-6 of them are really OP. That's normal balance deviation, same as with non-premium ships. If revenue was the main factor, we would probably just release a lot of OP Tier VIII ships - they're the most expensive and the most popular anyways. But there was never an intention to release an OP ship.
Do players want OP ships? Well, it's an open question. Just an example, though, from the times of GC live test:
Not blaming anyone, the balance is our responsibility, but there was and there is constant pressure for any premium ship to be OP from vocal part of community. Not absolutely disgustingly OP, but still OP. I often see the sentiment that objectively OP is considered 'normal and comfortable", while objectively good considered "meh" and okayish considered "bad". Most nerfs to live tested ship generate quite a lot of "my wallet is closed now", "I won't play this" and "I won't buy this" reactions. The problem is that OP ships surely feel much better and satisfying to play, and even acknowledging "I play this ship, and it's too strong" is a challenge for many players.
4. No decision has been made, and I really ask some of you to stop treating it as a fact. Any scenario is possible, and it will depend on testing results and our analysis. Can GC be tested as a nerf tier V? Yes. Can the plan to nerf her and other premium ships be ditched? Yes. This is what testing is for. And sorry, but I cannot feel sorry for testing or trying anything, as well as for openly informing the players about what and why we do. I cannot support the logic "the fact that they test a nerf is an insult" and don't see any constructive discussion coming out of it.
5. There was no policy that premiums ships should not be nerfed, and there was no promise that they cannot be nerfed. I understand why some people treat this as a broken promise - because we never tested anything like this seriously. But what I always said is that we avoid doing this at all costs - and that we did, and still do, and will continue doing.
6. I find both "they can do whatever they want, according to EULA" and "I don't care about EULA" highly irrelevant. We have EULA. It's a legal fail safe any game or software has. We're not going to use it as a tool to interact with you - the players. If we don't agree on something we will discuss it. If you are not happy with something, we will try to find a better solution. I sincerely thank all people who defend our decisions, plans or intentions for game balance, but we do not base it on EULA and I don't see that we ever will. So let's stop wasting our time discussing it. For me, as a developer, EULA is like a small personal nuke. It's good that it is somewhere in basement, but I don't ever want to see it in action, and don't consider it seriously as a way to interact with the world
7. I also think, for the sake of minimal objectivity, it's worth mentioning that we seek to provide better experience for premium ships owners, instead of sticking to "not to be changed" argument. With what I said about sales in mind, we individually buffed a lot of premium ships simply because we wanted people who support us to enjoy them for years, even if meta changes. There was next to none "economical" benefit in doing so.
SIms: buffed main battery reload, improved torpedo armament;
Prinz Eugen: buffed plating, added heal;
Indianapolis: buffed concealment and Radar, improved rudder shift and maneuverability;
Atlanta: added Radar;
Atago: added heal, buffed rudder shift;
Hood: improved sigma and AP fuse;
Warspite: improved turret traverse;
Tirpitz: improved armor, added fighter plane, improved secondaries;
Ash*taka: improved AP;
Kii: improved main battery reload and torpedoes.
And as far as I remember, all these buffs were quite welcome. Everybody loves buffs! Too bad proper "balancing" means using both + and -. I don't know how to approach any further premium ship buffs with the current sentiment, to be honest. A ship is not a car or mobile phone. A ship interacts with all other ships in the game, and its player interacts with all other players in a match. A ship is not a standalone product - the game is a product and any ship is a component of it. It's not the only way to look at it, but it's perfectly viable.
And to OP: sorry, but your definition of bait and switch is not compatible with any online game which is alive. It's convenient to make emotionally-loaded argument or bash us publicly, but that's it.
Thank you, and see you soon!