Trickle-Down Balance
Video Statistics and Information
Channel: Uncle Dane
Views: 959,686
Rating: 4.8833747 out of 5
Keywords: team fortress 2, tf2, engineer, gameplay, guide, tutorial, tips, first person shooter, uncle dane, professional, pro, free to play, free, steam, sale, deal, items, crafting
Id: X1p42KtZOCw
Channel Id: undefined
Length: 8min 48sec (528 seconds)
Published: Sun Jan 21 2018
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The video makes a lot of great points that are valid, however the one major key factor I feel that doesn't make this idea of Trickle Down Balance quite true for TF2 is the player format of 6v6 over 12v12. Many people may not realize it but the number of players in a game can and will greatly effect the balance and usefulness of each weapon and class.
The Phlog is easily the best example of this idea in action. In 6v6 the Phlog is a very useless weapon and for good reason, the lack of airblast removed a large part of Pyro's supportive and defensive capabilities mixed with the damage nerf made it very unlikely that a player could build up and actually utilize Mmmph. However in a 12v12 format dealing damage and spamming chokes and hallways are much easier. Players are also less likely to notice flanks since midfights are even more hectic and chaotic with added players. It's a subtle change but one that does effect how it plays in the long run, so when that weapon got balanced to fit a 6v6 format it greatly effected how it played in 12v12, more specifically how it was more powerful in that format.
Similarly the Vaccinator is another weapon that doesn't translate as well in the two formats. In 12v12, while the Medigun is capable of being powerful is largely weak to focus fire of multiple attack types at once. While it can deal 2 or 3 Soldiers at once in a 12v12 were even more players are thrown in with more chance of variety the weapon was still counterable. Compare this to how it functions in high level play where the number of players is halved and where 3 of the 5 DPS focused classes are explosives only and of course in comparison it's going to be far stronger.
This isn't to say that Dane isn't right about balance to high level scene, because he absolutely 100% is and there's a good reason most devs balance this way. However I do believe this idea that balance in one format will always translate perfectly well in the balance of another format is not always the case. Its like saying balancing every class and weapon in a 2v2 scenerio will translate well in a 6v6 scenerio.
Hit the nail on the head. Great work Dane.
Now I'm wondering which weapons need to be balanced to the highest level now...
I agree with Dane here, but I'm gonna go ahead and play devil's advocate for the sake of having an interesting discussion:
What are your thoughts on things that thrive in a chaotic pub-like setting (like phlog, or hell, pyro in general after JI)? Against an organized team, these kinds of weapons will not be nearly as effective since communication is the norm there, but against a team full of "Joe Schmoes", as he put it, it often feels like there's absolutely nothing you can do to stop it, since they likely don't even know how to use text/voice chat. Of course, the obvious answer here is "just have better communication" or "learn to counter it", but again, in a pub that's much easier said than done.
Personally I'm of the opinion that people gradually learn to have better communication and learn to counter these types of things, and so the "Trickle-Down Balance" system will eventually work, but I've heard many people make the argument that the constant influx of new players into TF2 means that there will never be a perfect balance between comp and casual. I suppose that's where the compromises need to be made.ο»Ώ
A couple of points:
'Trickle Down Balance' is an unfortunate term, given that trickle-down economics has been largely debunked as utter twaddle.
The issue, at heart, is not that good players and bad players have different needs and abilities, although that's true. The issue is that competitive, especially sixes rather than 6v6, is a completely different experience to pubs, with entirely different dynamics. Trying to balance pubs around competitive is to miss that they're essentially different games. As such, compromising between the two is worthwhile, but the balance of one in no way 'trickles down' to the other.
Does it make me a bad person that I instantly recognized the frag video he used?
Anyway, I'm happy somebody finally made this video, I was starting to get tired of explaining to people why the game should be balanced around the people who actually play it for money.
Good video but unfortunately that's not how things work. I've put it in the video comments, but it got buried, so let me use the reddit soapbox to copypaste what I said.
I think the "if it's balanced at high level it's balanced at lower levels" argument is flawed. It's not rare at all for the sentiment of a community at large on a weapon to differ from high level players', and simply replying "well it's not broken in high level play so just deal with it" is incredibly short sighted.
If a weapon or mechanic is preventing players, no matter their skill level, from fully enjoying a game, it's a problem since it makes it harder to keep them engaged. And a game that fails to convince new players to join in, or old players not to go away, is a game that slowly dies. And that comes back to impact high level players too, as a smaller interest game means less tournaments, less viewerships, smaller cash prizes, etc.
Of course appealing to everyone just turns you into Ubisoft or worse, EA, but appealing only to the skill level 1% turns your game into an abrupt, inaccessible game to the non-initiated.
A better way to look at balancing is player skill in to power out (spoiler alert: the answer is not mathematically linear). Extra Credits has an interesting episode about this that explains it a hundred times better than I did.ο»Ώ
I think the biggest problem with balancing for competitive in mind is the fact that ultimately, casual TF2 is far different from playing competitive TF2.
Right so for many other competitive shooters, player count is irrelevant or otherwise balanced internally by other gameplay mechanics.
In CSGO while casual matchmaking may be 10v10 while competitive is 5v5, kill rewards, along with round won/loss rewards, are halved and each player is still largely restricted to how much money they earned per round, making it difficult to stack some of the more powerful weapons (auto sniper, AWP, etc) very early on in the match.
In Rainbow Six, competitive and casual actually have the same amount of players and the same operator restrictions, making the gameplay change become more due to the fact that they are more rounds to play and that you are consistently being matched with skilled (or at least on your skill level) players.
Likewise, in Overwatch, there are still the same amount of players in both competitive and casual, but competitive adds in character restrictions like RS6. EDIT: Overwatch quickplay also has the same restrictions as competitive, thanks to Clearskky for pointing that out.
With that in mind, the fact that casual TF2 not only pits teams of 12 v 12 against one another, but also has no class limits, greatly affects how the game is played from competitive, whether that be 6s or highlander.
Let's all take a moment to remember when they tried nerfing stickies way back when in 2014. If you don't remember, the new sticky-bomb launcher would have to take a full 2 seconds to reach full damage after being fired, making sticky spam a non factor. Now, every single competitive player was in uproar about this (and admittedly, the radius nerf later on was probably a better for COMPETITIVE), but let's take a moment to recall how most of the lower skill level players are using the sticky bomb launcher. They're actually making traps because that's what they think it's for, after all as a new player it says that demoman is a defense class so why shouldn't I try to use these stickies defensively?
Now to be fair, 2014 was a while ago and the jungle inferno update clearly shows a change in direction on the TF2 team's part from the days of buffing the phlog and the like. But the problem still persists that casual is completely different from competitive in their current states.
Moreover, while paying attention to higher skilled players is a generally good idea, there must be some thought given to balancing gameplay with less skilled players. If higher skilled players are the best at exploiting balance problems, then less skilled players are the best at highlighting balance problems.
Funny how he didn't talk about the ambassador. The highest skill weapon for spy is no longer viable for its purpose. Sure, you can occasionally get those spies who headshot everyone, but they could do even better using sniper. For your average pub spy, you might occasionally get a head shot that saves your life, but it's mostly used to get rid of turtle engies. Now, we use the diamond back, stab one of that engines friends and two shot his body.
Additionally for comp, the ambassador was fine. If you were a spy in competitive for some reason, the ambassador would be a backup option, since if you wanted to headshot a medic the sniper does it in one hit. Trickle down does not apply for the ambassador.
Bugs me how he praises Valve for the Razorback rework design when itβs the exact change the comp community has been asking for for quite a few years now. All Valve did was finally listen.