Sure, but I also thought it was a mistake then. Just because hammering anything which “overperforms expectations or intentions” is the Easy way to create a level playing field for a diverse option set, and thus, “balance”, doesn’t mean it’s the only way or the best way.
I LIKE feeling very powerful and mowing down enemies. I LIKE having several Great options rather than tons of “meh” options. Buffing weaker options is Always the way I would prefer balance be done, except in the case of things which are extremely game breaking or just miles above their peers. GotM Flak was arguably there, so the nerfs make sense, and One Shot Moze just needs her stacks to decay and she’d be fine.
But infinite grenade Moze? Hilarious and awesome. Not ridiculously OP, didn’t need a nerf. I can understand them doing it though for game stability reasons, this game has enough performance issues as is, endless grenades going off probably didn’t help, especially if someone was equipping a highly physics interactive grenade. Melee Amara? It’s one of the few low gear dependency options out there, it’s fun, it’s a very different play experience, and it most Certainly wasn’t game breakingly powerful. No nerf was warranted or needed from a “protect the game experience” standpoint.
Not saying melee is no longer viable. Just saying, reducing the damage by roughly 50% on something which is not excessively OP is not the direction I like to see games go, just because they didn’t “intend” or “expect” something to be as good as it is. Let us have our fun our way, don’t nerf it just because you didn’t see it coming. My 2 cents.