Zoolooman said:
This is a little more generic than this thread, but it has to deal with game design in general, and communities who try and balance their games.
There has been a tendency to underpower game mechanics. This is because a group of people will dislike mechanic A, and so even though mechanic A is balanced, in thir minds any effective use of the item will be a sign of its "overpowered design." Therefore, these people often want to rebalance mechanic A so that it's effect on gameplay becomes negligible.
After enough whining, mechanic A is finally nerfed. For example, for a while in classic WC3, this was an incredible problem. Even though the races were statistically balanced at some points, people simply didn't like some of the tools being used. Hence, they complained until the items were finally nerfed, at which point, NOBODY USED THEM.
To tie this into the buckler, or any other T:V object, everything has to be SLIGHTLY overpowered. If it isn't, then it won't be useful enough to be taken. In other words, nerfing items is often the equivalent of removing the item altogether. If the buckler isn't marginally advantageous, then nobody will use it.
Therefore, you don't want to make something a DISADVANTAGE to hold. You want to make holding anything advantageous, in order to assure that those things are even used. In theory, this buckler seems to be balanced. I don't think it's overpowered until it overwhelms all other game mechanics to the exclusion of even using them.
I agree.
I would add that many first impressions lead to premature nerfing of things considered overpowered. Players initially encounter something that is being effectively employed against them, and because they can not immediately determine an obvious counter, they assume it therefore muxt be over-powered or unbalanced. I've seen many games plunge headlong into "Balance Patches" (Planetside was(is) notorious for its ever shifting and reshifting of balance) shortly after a game releases. The entire community is new to the game and the game can not possibly be fully explored and yet the forums are lit up with "Nerf It" threads. Later on, after some time for the community to mature, the ironic counters no one saw in their "newbness" are found, but now they're unneeded because its already been nerfed.
As for the buckler, I think it'll have to be easy to use, or it won't get used at all. While its capable of reflecting all kinds of projectiles, unless it
is good at that function, its a liability and not an assest. Unless a player is assured he's not going to take much damage, he's not going to
let himself take a hit by trying to intercept a projectile with the Buckler.
Snipers will simply aim for an exposed part of the body
Most "disk" type projectiles rely on splash damage and targets take more damage from proximity to Ground Zero then they do from direct hits.
Even if you deflect a Mortar Shell, it'll still land near you. Unless it inherits "impulse" to push it clear from you, it'll land in close proximity and inflict splast damage.
The Flamer will prolley still ignite you. Especially if it misses any part of you and fails to make a direct hit (from the impressions left by KP on the subject).
So, I don't think its current impression is overpowered, I'd be concerned for just how effective it'll be overall as is. As a "Class Specific" weapon, it can't be too specific in the kind of roles and enviroment it can be successfully employed. You can't say, "The Buckler is really ment for scenario A, indoors and for pretection and against the Blaster." Thus leaving any scenario outside of that one example equating to an ineffective Buckler. Light Armours always are seen using their Weapon, the Sniper Rifle and same with the Heavies whom
almost exclusively use nothing else but their mortars. It shouldn't then be reason to think the Buckler is overpowered if Medium Armour is seen using it just as much and with great success by its intended design.
I'd say you'd have to be pretty generous with the "deflection" mode because thats a major part of its function. It's already limited by roll because of its range and its singular ammo count that
must be recovered for the weapon to continue in service (implying that "throwing it" is really only advisable for moments when you're confident you'll kill your opponent or at least get the buckler back before he kills you!). It would be like limiting the Sniper Rifle by saying a target can't be within a minimun of X meters. It has to be good at deflecting damage away from the medium that's generated in the front quarter. Besides, with only 3 weapon slots, not every Medium is going to be playing a role where they can spare a slot for the Buckler "just in case" they're in a scenario that would benifit from having it.
The impression I get from hearing about its different modes is that this weapon gives up its offensive ability for greater defensive options. If its limited in the amount of damage it'll dish out, it better be good negating damage dished back to you in return. Or else... why would you trade off your firepower at all if it isn't going to reliably help?