Yes, yes; everyone wants to fix Lockdown and everyone's got an opinion to fix it. I too want a re-balance and I have my opinions on how to do so, but because SK is not my property I feel that to waltz in and blatantly tell OOO that their vanilla PvP sucks and that I, who am neither a game designer, programmer, coder, or anything of the like knows better would be insultingly arrogant.
However, in my opinion I find the current state of end game PvP to be unacceptable - so as a regular player I feel somewhat justified in at least holding some kind of discussion about the problems instead of "grinning and bearing it" just to avoid the bad opinions of other regulars. I am absolutely sick of all the hand-waiving and apologist excuses made for the horrible design oversights that plague it and want some explanations. Off the bat I will admit that I am angry and biased, but I will only stay angry and biased until I receive some sort of explanation to my queries or it actually gets fixed. My guess is that the former will be easier and more realistic to obtain than the latter.
If this exact thread has come up before, please direct me to it and if I find it satisfactory I'll graveyard this topic.
Why the reluctance to fix it?
Yes, I've heard it before: "LD is just a mini-game that OOO added in a patch and that means it's inconsequential and they shouldn't care". I would agree if it wasn't essentially one of the only things to keep people around after beating Vanaduke for the 200th time. Lockdown, even if it was just a mini-game initially has become a huge part of SK and should not be ignored because of it's side-game roots. For many players it is what keeps them around after T3 has been grinded to death and don't want to spend a buttload of CE on Shadow Lair keys and revives. There are entire guilds based around playing it competitively, so I think that it is definitley important enough to sink time into fixing and re-balancing for a more fun and fair game.
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Why are strikers so favored?
Let's get this established: the striker class is horribly overpowered and whatever shortcomings their class has, can be easily remedied via trinkets or Polaris spam. They have the highest attack speed and damage class UVs, toothpicks have the best range and speed, and they have the fastest movement speed thanks to their boosters. Sure, guardians have a shield and recons have a cloak - but both of those are rendered moot by a single properly equipped striker. The shield is deceptively fragile and breaks quickly and the recon cloak can be completely drained in a single hit from anything. Health bonuses are ineffectual - the striker damage and speed bonus make killing an un-modded guardian require 4 hits instead of 2. Recons have it the worst because they are only effective when they have their cloaks. The 'Derp' response to this would be "Well, don't get hit and stay hidden" Which would be a viable answer, except for the fact that Flourish-family weapons are fast and have wide, easily spammable first swings that cover large areas and the polaris shoots large albeit slow-moving explosions that induce shock. This may be okay if it weren't for the fact that everyone and their mother usually have both of these and spamming them in every direction seems to get them buzzed. If strikers get a 'nuke' option, then I say guardians and recons should get some too. How about a stun aura for guardians that exceeds their shields while also reflecting bullets right back at the gunners? Or how about a special move for recons that allows them to disable enemy's weapons while removing their armor and trinkets? No - that would be "OP", wouldn't it - so why should strikers get away with essentially the exact same thing?
In truth, it feels like strikers are really the only viable class to play as and the other two were just half-baked ideas to give strikers something to hunt while they take caps. Granted, I've seen some players play the guardian class and become walking bulwarks - killing strikers and capping single-handedly - but those people are rare exceptions to the rule due to the fact that they are usually modded out the wazoo and are exceptionally good. I used to think the power hierarchy was circular, like rock-paper-scissors: guardians beat recons (death mark affects their armor, but does nothing to the shield), recons beats strikers (strikers should be paper-thin, and a well-placed strike should quickly dispatch them), and strikers beat guardians (the shield can't sustain much damage, fast attacks and movement speed should overwhelm a lone guardian). In reality though, it depressingly looks like a pyramid instead - strikers on top of a pile made of the broken and battered bodies of everything else. Why is that - if it can all be justified in that the king of the hill-style game requires a fast-cap class, then why both adding the other classes in the first place? Why not take a note from Team Fortress and properly balance health, stealth, and damage stats to give every class a use and niche that makes them effective?
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My philosophy is that there should never be a "best" weapon. All weapons should have their pros and cons that become apparent with varying circumstances. The fact that we have a "best" sword and a "best" gun for LD only frustrates me. What I want to know is why they should stay the "best" or what kind of thinking rationalizes it as acceptable.
Why are Flourishes so favored?
Why is there such staunch opposition to balancing these weapons? Why should any weapon be considered "the best" over all the others? A heavy sword like DA or GF have great range, high damage, but are slow and easy to out-maneuver. Cutters are incredibly fast, but do insignificant damage and have insignificant reach. Brandishes are average and versatile - they aren't "the best", but they aren't "the worst" either - but they avoid being useless due to their charge attacks. Why then, do Flourishes get to be fast, deal high damage, have long reach and have broad swings but suffer none of the draw-backs of the other weapons? Why is there no counter to these weapons? Half of my problems with this sword could be solved just by making all of it's swings stabs instead of sweeps. There - problem solved: it can keep it's speed, damage, and reach at the cost of now having a narrow range. Not that hard. They weren't going to stop using Auto Aim anyways.
Polaris:
If you notice, I have less to say about guns and bombs than I do swords - this is because I feel bombs are okay at the moment ("okay" in a relative sense, I know many bombers are still pissed about the latest nerf), and outside of the occasional gunner with an alchemer or something from the Antigua line, the only gun anyone seems to use is Polaris. Polaris is an inexcusably OP weapon; to say it is not would be, I feel, incredibly disingenuous. It breaks the game and makes it less fun - entire points can be sealed off by endless polaris spam, recons don't stand a chance (not that they did anyway) once they get hit by the giant shock-inducing explosions. Sure, the bullets/explosions are slow, but they are fired rapidly, allowing a steady stream of explosions. Once again, why though? Alchemers only get two shots and have crap range. Antiguas are fast but deal crap damage, and catalyzers seemingly only work effectively once in a blue moon. The slow travel speed does not balance Polaris.
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Wolver armor. Easy fix - add a health penalty that offsets the sword damage/speed bonus. Medium bonus per set piece? --> -2 pips of health. That way you have made your already-top heavy striker a glass cannon: it has more crucial sword bonuses, but has made the player even more fragile, emphasizing more on speed and maneuverability. That was not, in truth, a suggestion: I mentioned it only to make a point that there are creative and fair ways to balance the armor that don't require rewriting the game's code to do so while also still leaving it for viable use in PvE. I meant it to lead up to this question: why isn't it balanced? Why is there a "best" in the same vein as there being a "best" sword?
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My hope is to absolve some of my frustration through at least having some knowledge of why the mechanics and design decisions of this game are as they presently stand, or why not otherwise.
We need a discussion about Blast Network.