So after experiencing a handful of games tonight with the new changes, i do appreciate the change to the healing station area on overgrowth. this thread is not about that change. this thread is about the shard count changes. I have been trying to figure out what exactly the motivation was behind this. My best guess is that it has something to do with trying to get players to have to make wiser choices with their shards in regards to gear.
So, in effect, they are trying to indirectly limit the use of legendary gear in pvp. There is literally nothing in the world that would make me happier than this, other than perhaps what should be done. What should be done is just not allowing legendary gear in pvp. In a very casual setting, that kind of stuff is ok. but in a game that people always talk about going esports one day, and being considered seriously as competitive, there simply is no place for legendary gear with special properties and effects that are tied to pve content.
This is, however, not the thesis of this thread. What happened in the process is that they indirectly nerfed a very important role in mobas: the builder. Even with a shard collector that gives me over 2 shards per second, i always find myself struggling to have enough to do anything significant with. I’m forced to farm twice as long, nearly, do to able to do the same thing. i have had to switch one gear piece to a buildable cost reduction piece to try to curb the hit i have taken.
problem: shards were too plentiful making overpowered gear combinations far too common and viable.
goal: to make players choose more wisely how they will spend their shards and choose loadouts.
end result: players still get the same gear, they just have to wait longer to activate it.
drawback: builders received a major nerf
actual solution: remove legendary gear in pvp, or limit to 1 per loadout, and return the original economy in overgrowth and bring echelon in line with it