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3-25-2008 @ 2:52PM
I don't get it, why do you hate nerfs? That's like saying that you hate inhaling and wish you could only ever exhale...Sure, nerfs suck, but it's a natural process that's completely organic to MMOs. You can't do away with nerfs, ever. They're a direct result of the law of unintended consequences. Besides, hating them just blinds you to what they accomplish and more than anything, nerfs give you insight into what the developers are thinking.It's a good shtick I suppose, but the blinding passion of a thousand suns level hatred is a trifle strong.
3-25-2008 @ 2:56PM
I'm glad you asked why I hate nerfs, actually.I don't accept your analogy that nerfs are akin to the inhalation of air necessary to breathing. Rather, I see nerfs as a lack of creativity in game design. If you introduce an ability and it is rampantly, massively overpowered then yes, I can accept a reduction in its power or efficiency, but I don't even like the process: I believe that there must be a more creative way around the problem. As an example, I'll direct you to the introduction of resilience in PvP (which could be seen by some as a nerf, but I don't see it as one) - it left player abilities alone (your DoT's and Crits still work the same way against normal mobs, but are less effective against someone who has chosen to stack a countermeasure) by allowing other players to choose how much weight to give a stat that allows them to resist being DoTed or critted. Resilience I like, even though it has limited my own ability to deal massive damage in PvP, because it is an organic evolutionary process rather than just taking an ability away from someone.
3-25-2008 @ 3:46PM
I can see your point of view and it's a good one. You should do a post on various (in)famous warrior nerfs and what could have been done to fix them without swinging the nerfbat. I'm still bitter about a couple.Personally, I tend to take the tack that WoW is far too complex for any model to encompass. Thus, it falls victim to consequences that can't be foreseen by the Devs, no matter how smart they are. Creative solutions to those problems fall into exactly the same category: WoW is simply too complex for the results of changes to be mapped properly beforehand. Thus, rolling back changes, cutting down damage and reducing effectiveness is often the minimum change necessary for the Devs to achieve the effect they desire. When introducing /new/ mechanics to cover problems, Devs risk compounding the issue. Sometimes, conservative is better. Of course, that doesn't make it any less bitter a pill to swallow.
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