https://www.ubisoft.com/en-us/game/r...piYEb3lNJEqA4F
Honestly some curious stuff by changing weapon magazine sizes more often, wonder if extended magazines could also appear as form of buffs to some characters. Honestly seeing how ash is becoming Jager 2 but for attacking nerfing her the same way could seem like the right way to tackle her pickrate, make the R4-C have more recoil and smaller magazine to make her fragging a bit less "free", similar to jackal that just had a stupidly good gun and gadget that pretty much let him get kills with low effort.
Honestly surprised by the tachanka buffs, honestly was expecting him to be ignored again in a "we already reworked him now leave us alone" scenario but happy that isn't the case and they really want to make him a good alternative instead, will save my comments about his performance until more is shown.
Another point that surprised me is how gun-ho they appear with some of those drastic changes but no comment was made regarding the tested nokk buff, funny how meta operators get changes on demand but others that could be added to relevancy take a loooong time.
Lastly if magazine capacity is something worth looking for, then might i suggest you increase shields total ammo and pistol magazine size to 21+ bullets? their hipfire is useless so they at least being able to use some sort of supressing fire to keep people from just walking foward and meleeing them (as your own data shows they are not a threat or used frequently), they are still underperforming
Im sorry but Ubisoft I want to see hard stats on Jager's ability now. his pick rate is still so high (like I predicted 2 nerfs ago) because attacking utility is TOO DAMN oppressive when you can have multiple nades, upto 15 flash and 10 smoke on attack and you honestly wonder why Jager is still picked for this much.
Try playing a match without Jager and watch how hard it is to hold site on some maps when utility is just as strong as Jager's ability is.
I also dont buy the statement made here saying -"These changes help make the weapon less of a must-pick compared to other weapons and operators" I mean if you didnt give him a shotgun as a secondary then this statement is just dumb and has no logic or thought. everyone takes the 416-C because its literally the ONLY VIABLE weapon he has.
Maybe remove the shotgun and introduce a slower higher dmg weapon (oh wait Wamai) is just that and proves the point I made, Jager isnt picked because of his gun (if he was, then wamai's would be just as high)
If he has both better gun AND gadget then he is a must pick, if he has a better gadget but not gun then people would need to think one second more if they want fragging or dealing with projectiles (of course nothing stops picking both characters in a team). Honestly the attackers are not opressive because they are the ones that are losing the utility war against defense overly numerous options, attackers only have a ****ton of frags, nades and so on because they have to push throught a even ticker layer of gadgets against defenseOriginally Posted by qecqecqecKing Go to original post
But Wamai as it stands provides more utility denial, has a better gun and impacts. People just like the simplicity of Jäger. Just leave him be ffs. Pickrate doesnt indicate strength. As for Jackal I would honestly rather see a rework to his gadget which gives free intel for people that suck at droning. Maybe make it so you dont leave footprints if you crouch walk or make them disappear quicker. If they did one or both of these things Id be fine with him going back to 5 pings no matter the footprint color.
Glaz is obviously still useless but at least tachanka gets a decent buff.
Lastly I also wanna mention that Ace needs more of a nerf then just the smokes gone. Make him 3 armour or take his ak away.
I think a better buff for Thermite is just to give him a 3rd charge or the ability to carry the hard breach equipment. Maybe trade out his shotgun for a G36 or R4C so he has an actual choice. As it stands Ace has a better weapon, more breach potential, and the ability to quickly deploy his utility from a distance while Thermite still needs to be next to the reinforcement and do a longer animation instead of a quick throw.
Doesn't take a genius to look at these spreads and see that all of UBI's efforts to 'balance' the operators has been a waste of time. Whether attacker or defender, the trend is the same. Only a small number of operators are deemed effective enough to use regularly. All the rest are ineffective, or players just don't like them.
Most of the operators are floundering at the bottom of a statistical chum bucket, which says players look on them only as novelty choices for when they get bored. Or second-picked when the operators they really want have already been taken. Even the low-pick operators who have decent win rates are still barely a blip on the statistical radar. There has to be a reason for that, and the reason is - more operators does not equate to a 'better' game experience.
Instead of trying to shoehorn in 'new' operators, UBI should focus on refining the operators that are effective, and consider pruning out the ones that have proven ineffective. Trying to balance out a spider web of statistical equality among 50+ operators is a fool's errand.
I think the opposite here, the NEED to adress lower used operators to make them useful and give ways to work AROUND the meta, and not just something that you pile up on top of the meta, if the nokk buff goes live she could go around traps and other gadgets instead of making the game only about breaking them via explosives making people chuckle rocks at eachother until timer is 10 secondsOriginally Posted by Slyrr7 Go to original post
The thing is, for at least 3 years now, they've been trying to do just that - and it's not working. With every update, UBI tries to 'legislate' equality among operators by chopping up their abilities into little pieces and spreading them around. They tinker around with various buffs, nerfs, and even full revamps to try and get everybody somehow 'even'. Same with the weapons, gadgets and loadouts. They've even been redistributing the number of bullets in the magazines.Originally Posted by xcel30 Go to original post
All in a vain attempt to get every operator's win level at exactly 0%, and every operator's presence level at exactly 50%. So that way nobody is 'better' than anybody else, and it's all nice and fair. But they can't do it. It's impossible. And I'd wager that if you overlap all of these graphs going all the way back to Year1? It would reveal that everything the developers have done to try and legislate equality of outcome in Siege has produced the exact opposite result.
To their credit - the overall win/loss ratio among all operators seems to have tightened a bit (except for poor Glaz). But if anything, that only further proves that 'balancing' the operators so that nobody wins/loses more than the other doesn't make any difference in terms of their pick rate. If no one operator is any better or worse than another for winning a firefight, then what is the determining factor for the ones who get picked so often? It could be familiarity, or ease of use, or just that intangible 'likable' factor. Whichever it is, adding more operators to the mix every season isn't going to 'fix' it. Players have plenty of choices already - but they're NOT picking most of them. That should be UBI's big clue that they need to broom some of these operators and focus on balancing the ones that players DO like.
That's why my complaint is about how useless they are, too niche made only to counter very specific metas (main problem with warden being counter against very specific smoke plant), because we had good homeruns with mozzie, gridlock, nomad and few others who were not made to just counter jager or thatcher. There is potential but they are forever doomed to circle around jager/ash forever and everOriginally Posted by Slyrr7 Go to original post