While I’m in support of test servers, the fact that BL3 is essentially an always offline game makes it much harder to set up a PTR than it is for a game where nearly everything is handled by the server like D3, most MMOs…any live service model, really. In addition, while PTRs are great for discovering game breaking bugs and egregarious outliers in balance, their ability to provide useable feedback on balance issues is much less effective, because fewer people play on PTRs, they rarely play for long periods of time, and the quality of play is not the same that is seen in the “full” game (people fool around or lose interest because it’s temporary). Overwatch, a game I play regularly, literally has two seperate testing platforms this year: the PTR is for bugs; the Experimental Card is for balance. That’s a game with a massive player base and near limitless amounts of funding–I sincerly doubt GBX is in a position to develop a test server unless they’ve been working on it in the background since release.
They’ve had the option to listen to forum/social media feedback and content creator feedback since release. They’ve also responded directly to player feedback and introduced those suggestions in their hotfixes and patches. “Listen harder or better” is not particularly useful feedback either, so I’m not sure why you’re suggesting it.
Well, we really only have the impending second half of the Mayhem balancing attempt to look forward too. The concurrent player count on Steam actually dropped after Phase 1/GTD so I don’t think we can consider Phase 1 to be much of a success.
I imagine the player count post Mayhem 2.0 is also demoralizing. Imagine working for months on an endgame overhaul and instead of maintaining your base it halved instead, an update so disasterous you need to spend ANOTHER month working out a 2-step approach to slow the downturn–and THEN the first half of that change has literally no effect on the downward trend. At this point, any change is going to require some tough decisons on GBX’s part.
[quote=“WxndaBread, post:23, topic:4539161”]
THEN, they’d have to figure out how Mayhem would work: what do you buff? What do you nerf? How much health increase do enemies need? [/quote]
They already have to do this with or without annointments. Again, Phase 1 of their rebalance suggests they don’t have a particuarly satisfying answer to any of these questions with anointments in play.
If GBX cared about people who enjoy anointments and farming, we wouldn’t have seen the 300/90 anointment or Yellowcake nerfs.
I’m going to take a wild guess and say that removing damage related anointments would add a lot of challenge for the min/max crowd.
Again–I don’t think throwing out the anointment system would make the game instantly better. What it would do is remove a hugely complicating factor in balancing for the future, so instead of balance patches being deeply unsatistfying they have their intended effect.