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Nexon, please reconsider your acts of "balancing"
Past few memos I have noticed a lot of decisions which do not sit well with the community have been made . It has been stated that all of these decisions have been made in order to maintain better balance in the game. The prime examples are:
1. The removal of potable badges
2. The Gollux revamp
3. The nerfing of familiar card droprates.
These three changes have an enormous impact on the game’s balance. However, here’s the thing: These three changes don’t improve the game’s balance, in fact they do the exact opposite. They all create imbalance in the game, the one thing that you are so determined about to counter.
Now how does this create imbalance you may ask? Let’s take a look at every example.
The removal of potable badges made it so one item in people’s whole kits (the badge) can’t be cubed anymore. This means they are flat missing out on:
1. A badge with starforce.
2. A badge with up to 36% main stat.
Both of these points completely invalidate any other badge in the game. Now the players who already had one of these badges, still have access to them. Due to the changes however, newer players are unable to get these badges in any way. This means older players will always have an advantage over newer players, thus creating imbalance between players in the game.
The Gollux revamp
After being in the game for years, the Gollux revamp gave him a huge buff. Gollux offers very strong accessories that are considered endgame. These accessories were not terribly hard to get, and were often regarded as something a player would want as soon as possible. The revamp essentially did the exact same thing as the removal of potable badges.
Older players all had access to the easier Gollux, which enabled them to grab an accessory set with relative ease. It was pretty common to have a full superior Gollux set within a month of doing Gollux. Newer players however, will now have to go through a lot of steps to take on Gollux at all. Once they’re able to finally take on Gollux for Gollux Coins they will have to wait another month to even get ONE superior accessory. This change does not improve the game’s balance and yet again only creates imbalance between older and newer players. In the end every character will most likely end up with a gollux set regardless, and all this does is putting yet another pointless time gate on early to midgame progression.
The familiar card droprate nerf
The reason this change creates imbalance rather than balance is the same as the two reasons mentioned before. Players who had farmed 100s or even 1000s of jr. boogies before the droprate nerf have an enormous advantage over those who did not. The imbalance had already been created at this point, which was only reinforced by a nerfed familiar card droprate. They have their strong familiars, while the players who did not get any cards before the nerf will have to put in tremendous amounts of work. Weeks, months, or even years to get their desired cards, while the players that farmed boogies only had to sit there for an hour. This is, just like the previous two points, unhealthy for the game and only creates imbalance between the players.
I’d love to see Nexon evaluate their past decisions of “balancing” the game, for all these decisions did was creating more and more imbalance in the game.