That's not really true. I know from personal experience that when trying to design or balance things in a game you definitely try to think ahead, plan for "ifs" and potential contingencies. While chances are you will not think of or catch everything, if you don't even try you are setting yourself up for things to inevitably go wrong. Looking at only the "now" for things like balance just leaves you with your pants down, tripping over yourself as you try to scramble to fix a problem that could have been avoided if some foresight had been applied. It is true that trying to prepare and adjust for every potential is a practice in futility and a huge waste of time, but being able to judge and filter the likeliness and severity of potential problems is a big part of the job. If a noticeable number of the player-base felt something was a potential problem and gave reasons why, I as a developer would at least give what they were saying a good look.
Essentially when judging something like balance, or any problem solving really, you look at the present and pull observable data from it. You then compare that current data to data observed in the past. You look at what worked then and what didn't, what is working now and what isn't, how things have changed and what those changes correlate to. You then use those comparisons of data to provide a guide for how to approach the future, trying to predict potential problems and figure out ways to safeguard against them. While the "now" is the only place that people will directly feel the results of things, the future quickly becomes the present and focusing solely or too much on the "now" just leaves you unprepared and vulnerable to the dangers that were ignored.
In the end it is not the "then", the "now" or the potential "will be"s. It is looking at all of them and how they interconnect, what level of causation there is or may be, etc. and gaining a greater overall view of the situation from which you can map a path to where you want to get to.
A little credence that I like to live by that I feel is appropriately fitting to this back and forth.
"The best way to fix a problem is to avoid having one in the first place."
I wholeheartedly agree. I just feel that it is best to try to avoid to fall into the trap of regarding all people's voiced opinions in the same light just because so many people tend towards parroting hyperbole.
While I may not always agree with Syzzle on things and I know that at times they can be a bit brusque, I also understand where they are coming from. Syzzle, myself and a number of other posters here in the DRK threads have in the past taken the stance of presenting things clearly, trying to present thoughtful dissections of abilities and how they affect balance and all those things that you say people should be doing, only to be met with being ignored or "shouted down" by others (often players who mained other tank jobs) who weaponized hyperbole to drown out the "opposition". Some of us have gotten sick of it, especially when we see others using this same hyperbolic approach to get heard by the devs, and have decided to "crank up the volume" so to speak.
Believe me, most of us would much prefer to have nuanced and thoughtful discussions on these topics, we have just found them to be ineffective to get any traction.



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