The TAU syndicate has finished an all-tiers extereme campaign with the intent to test the balancing introduced in the November 28 update.
In general, we had fun in the campaign, and the difficulty seems roughly comparable to those pre 2019-10-15. A more precise comparison is hard to do, mostly because some key players have reached a higher tier since then, changing stats averages and so on. Suffice to say that it was doable (with many of our participants being rather active), without being too easy. A big thanks for reinstating doable campaigns!
Many syndicate members also love the new wealth of Tier four and five equipment, and both me and others have spent significant amounts of credits on such new toys.
On the less-than-awesome side the new equipment is usually much more useful for campaigns than the epic items we spent so many campaigns obtaining, thus reducing the incentive to participate in campaigns. The only epic tier 5 item worth striving for seems to be the Magnus Burnshield, which hasn't dropped from campaigns for us since early April 2019, despite all other tier 5 armors dropping multiple times in the same period.
The new consumables don't seem to have much use in campaigns (which might or might not be intentional); stats matter much less in combat now, so boosting a stat 7% or even 15% (not available to Baseline genotype) doesn't seem to do much either.
The presence of new, awesome weapons of type Handgun have amplified the pain of handguns missing way too much in short-range combat, to the point where it's economical to switch to a different type of short-range weapon (blade or club) even if it doesn't target the one weakness in the opponent's armor.
(I'm not repeating here the known criticism of combat; I know staff is aware of them, and will address them in time).
Re: [Feedback] campaign balancing by Brovnik at 204.01/96:669 GCT (edited by Brovnik at 204.02/37:973 GCT)
A few additional points (I concur with the points above).
Re: [Feedback] campaign balancing by Shadow at 204.04/90:797 GCT
For what it's worth, I've always assumed the inability to see a second weapon was intentional, to make combat slightly trickier. Remember, if you can do it to a Ruins Rat, then some psycho can do it to you in PvP!
Re: Re: [Feedback] campaign balancing by FallenMinion at 204.98/49:676 GCT
I find the fights still too hard. I can barely or at all kill an oponent of my tier and about half my stats, me being equiped with some of the best weapons. Also the stats of a person should play a more important role, in my opinion, as the person has invested much time and actions into those stats. or else nobody will go about training them at least if one has double the stats should be able to kill every time a person/npc with lower stats than him before runing out of focus.
Re: Re: Re: [Feedback] campaign balancing by StarGazer at 204.98/63:092 GCT
Thank you everyone, I will share your impressions and experience with the dev team!
Cheerio