Spork#2479 posted (#post-174763)
I want to reiterate what someone else said that at some point, the nerfing needs to stop. You will never reach a balance point by nerfing everything, you'll just enter an endless cycle of trying to nerf things that were fine until their counters got nerfed. When you have a problem with something that's imbalanced, you can either nerf it or introduce/buff its counter. A nerf takes care of the problem passively, at the cost of reducing build diversity and skill. A counter takes care of the problem actively, at the cost of getting complaints.
Agreed.
I personally never supported any nerfing, instead i keep suggesting for each ship line to be given a specific, tailored, better suited Tech Three and modules (including weapons and counter-measures).
Some are more mobile, designed for maneuvring (in particular Dreadnought of the Oberon line), they need specific short range defense with much lower main gun dispersion to allow them to play their intended role to the full, while being able to retain their mobility if not increase it slightly.
Instead they are so vulnerable today that they can't even leave a pack without turning into vettes XP feeder, they are the target of choice anyway in regard to their low HP even in a healball, i got one-shoted in my Lorica by a Nuke like a vulgar Healer, it's that bad.
Some of those ships are just under-developed right now, nerfing is not going to improve the game as a whole, just provide with a situation for one particular issue and we don't know the repercussion of those nerfs yet.
There are 3 distinctive lines they need 3 distinctive Tech Three, sets of modules, weapon integration etc, so as to tailor their offensive and defensive capabilities and defense layers to their intended design roles. (Tankers, Multiroles, Fast attack/support).
That's also how they can bring diversity, creativity and dynamism into the game, right now its 80% healcamping biased.