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![[Post New]](/s/i/i.gif) 2019/10/22 13:51:05
Subject: Iron Hands imbalance was caused by RAI
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The Dread Evil Lord Varlak
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stonehorse wrote: ClockworkZion wrote:Not Online!!! wrote:Patch is better then no patch yes.
But the reliance of first day patches is nothing good. Neither in the video game industry nor in the TG one.
It shows serious lack in planning capabilities and abuses workers for last minute crunch time.
James Hewitt talked a bit about that in a response to a question about the FAQs:
Right, so, I've been expecting a question like this, and I've been mulling over the best way to answer it for a couple of days. Here's the best answer I can think of - apologies in advance if it rambles!
In a company the size of GW (which, I'll make clear, is not a big company by any means, but in terms of this industry it's monolithic) there are a lot of considerations. Everything that's done needs to be worthwhile, and needs to make a profit. When producing a game for GW, the sad truth is that quality of rules has very little impact on sales. Obviously you don't want the rules to be bad, but there's a real diminishing returns thing going on; the difference between a set of rules that's 60% perfect and one that's 70% perfect is going to be fairly significant, but the difference between 70% and 80% less so. And 80% to 90% even less.
So, as a designer, you're always pushing for more time. Any game design project has several stages - you do your R&D, your preparation, your grunt work (actually writing the thing), and your polish / testing / proofing. Management are always going to squeeze your deadlines, because they know that your instinct is to push for a good game, but they know that from a business point of view it only needs to be good enough to sell. Unfortunately, the grunt work is the bit that needs to happen, so the bits that get trimmed are R&D (which make things interesting and well-thought-out) and polish (which makes sure there are no mistakes).
That said, it's getting better. When I first started, playtesting was a bit of a dirty word; there was a real disdain for "balance" among the higher echelons of management. Silver Tower, for example, was playtested almost entirely in my own time, unpaid, using unpaid volunteers. But now, the are increasing numbers of external playtesters, and it's getting better. Thing is, no matter how rigorously the internal testing is, you're never going to find all the issues; it might seem shocking that a book comes out and the internet finds a dozen errata on day one, but remember that more people are seeing it in that one day than saw it throughout the entire production cycle. The only way to deal with it would be to have open playtesting, getting thousands of people to read the rules before they go to print, and sure enough that's what Forge World sometimes do - but it's not practical for main-range GW, because of their confidentiality rules and that kind of thing.
Hope that answers your question - sorry if it's a bit rambly!
The tl;dr: it's a problem caused by a combination of deadlines that need to be met and a limited number of eyes on any given rule set.
I have long suspected that GW's weekly release schedule is hitting into the available time for quality control and play testing. Back when releases were monthly it didn't feel as bad, but I guess then the gaps between releasing Codex/army books was months.
The above sort of confirms my suspicions. As long as GW keep to this frantic release schedule, we'll continue to see glaring errors in writing, and in balance.
I mean on one hand i would like to say that is true on the other one i can't remember why the CSM dex release shoul've been so much worse then C: SM 2.0 (mind you the basic C: SM 2.'0 dex is imo actually a good piece of a ruleset)
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https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH. |
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![[Post New]](/s/i/i.gif) 2019/10/22 14:07:44
Subject: Iron Hands imbalance was caused by RAI
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Longtime Dakkanaut
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Bharring wrote:I love how all the bad things in the game are because GW is bad at making a game, and couldn't balance things if their life depended on it (and how anyone saying otherwise is apparently a battered wife).
But apparently they're so good that any army that's good is because it's GW's favorite army.
Isn't it much more likely the truth is somewhere in between? Sometimes they fanboi, and sometimes they're not great at ruleswriting.
The bolded part is ... wrong, not to put too fine a point on it.
All the bad things are bad because GW isn't good at balancing units/factions. The good things being good is not because GW is good, it's also because GW isn't good at balancing units/factions. Those things aren't contradictory at all, there is no "somewhere in between" for the truth to be.
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![[Post New]](/s/i/i.gif) 2019/10/22 14:26:22
Subject: Iron Hands imbalance was caused by RAI
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Longtime Dakkanaut
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ClockworkZion wrote:Not Online!!! wrote:Patch is better then no patch yes.
But the reliance of first day patches is nothing good. Neither in the video game industry nor in the TG one.
It shows serious lack in planning capabilities and abuses workers for last minute crunch time.
James Hewitt talked a bit about that in a response to a question about the FAQs:
Right, so, I've been expecting a question like this, and I've been mulling over the best way to answer it for a couple of days. Here's the best answer I can think of - apologies in advance if it rambles!
In a company the size of GW (which, I'll make clear, is not a big company by any means, but in terms of this industry it's monolithic) there are a lot of considerations. Everything that's done needs to be worthwhile, and needs to make a profit. When producing a game for GW, the sad truth is that quality of rules has very little impact on sales. Obviously you don't want the rules to be bad, but there's a real diminishing returns thing going on; the difference between a set of rules that's 60% perfect and one that's 70% perfect is going to be fairly significant, but the difference between 70% and 80% less so. And 80% to 90% even less.
So, as a designer, you're always pushing for more time. Any game design project has several stages - you do your R&D, your preparation, your grunt work (actually writing the thing), and your polish / testing / proofing. Management are always going to squeeze your deadlines, because they know that your instinct is to push for a good game, but they know that from a business point of view it only needs to be good enough to sell. Unfortunately, the grunt work is the bit that needs to happen, so the bits that get trimmed are R&D (which make things interesting and well-thought-out) and polish (which makes sure there are no mistakes).
That said, it's getting better. When I first started, playtesting was a bit of a dirty word; there was a real disdain for "balance" among the higher echelons of management. Silver Tower, for example, was playtested almost entirely in my own time, unpaid, using unpaid volunteers. But now, the are increasing numbers of external playtesters, and it's getting better. Thing is, no matter how rigorously the internal testing is, you're never going to find all the issues; it might seem shocking that a book comes out and the internet finds a dozen errata on day one, but remember that more people are seeing it in that one day than saw it throughout the entire production cycle. The only way to deal with it would be to have open playtesting, getting thousands of people to read the rules before they go to print, and sure enough that's what Forge World sometimes do - but it's not practical for main-range GW, because of their confidentiality rules and that kind of thing.
Hope that answers your question - sorry if it's a bit rambly!
The tl;dr: it's a problem caused by a combination of deadlines that need to be met and a limited number of eyes on any given rule set.
I agree with everything he said, but it doesn't take tens of thousands of eyes to see that things like the Ironstone are probably broken.
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![[Post New]](/s/i/i.gif) 2019/10/22 14:26:30
Subject: Iron Hands imbalance was caused by RAI
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Assassin with Black Lotus Poison
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The Newman wrote:Bharring wrote:I love how all the bad things in the game are because GW is bad at making a game, and couldn't balance things if their life depended on it (and how anyone saying otherwise is apparently a battered wife). But apparently they're so good that any army that's good is because it's GW's favorite army. Isn't it much more likely the truth is somewhere in between? Sometimes they fanboi, and sometimes they're not great at ruleswriting. The bolded part is ... wrong, not to put too fine a point on it. All the bad things are bad because GW isn't good at balancing units/factions. The good things being good is not because GW is good, it's also because GW isn't good at balancing units/factions. Those things aren't contradictory at all, there is no "somewhere in between" for the truth to be. This. It's a piece of piss to make an unit/army powerful. Even someone who has no idea how the game works could probably do it by just throw a metric fethton of special rules onto some base profiles and chances are at least a couple will end up brokenly powerful. For an example of this in practice, see Iron Hands space marines But in seriousness, they did with the Iron Hands the exact same mistake they made with Riptides, just across an entire army. A unit can be tough. A unit can be mobile. A unit can pack a lot of firepower. But when you combine any of those together, you are massively increasing their power far beyond what you might expect. A unit with high firepower which is tough lasts longer to shoot more, a unit which has firepower and mobile can more easily avoid units which threaten it and also more easily get into position to use that firepower, a unit with toughness and mobility is excellent at board control as it is difficult to remove and can easily claim objectives etc. The Riptide was terribly designed ruleswise because it combined all three of those. It had JSJ for mobility (with option to buff up to even more mobility), it had a 2+/5++ with possibility for a 5+++ and 3++ and it had a S8 AP2 pie plate weapon at will. That was one unit. The Iron Hands got toughness and mobility army wide at no extra cost on the units. Some of those units already had high firepower and so ended up with all three.
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This message was edited 1 time. Last update was at 2019/10/22 14:27:04
The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2019/10/22 14:44:55
Subject: Iron Hands imbalance was caused by RAI
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Fixture of Dakka
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The Newman 781553 10606017 wrote:
The bolded part is ... wrong, not to put too fine a point on it.
All the bad things are bad because GW isn't good at balancing units/factions. The good things being good is not because GW is good, it's also because GW isn't good at balancing units/factions. Those things aren't contradictory at all, there is no "somewhere in between" for the truth to be.
okey but at some point it stops to matter, if they do something for the Nth time, because they don't know how to do something, or because they don't like or like something.
Marine got the GK ammo stratagem in their doctrins as a flat buff they get for free, for the entire army, that is before any supplement or codex special rule. In game terms it doesn't matter at all if this was done, because GW doesn't know how to write balanced rules, dislikes GK, likes marines very much or they didn't have enough time to test.
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If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. |
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![[Post New]](/s/i/i.gif) 2019/10/22 14:55:12
Subject: Iron Hands imbalance was caused by RAI
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Omnipotent Necron Overlord
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A Town Called Malus wrote:The Newman wrote:Bharring wrote:I love how all the bad things in the game are because GW is bad at making a game, and couldn't balance things if their life depended on it (and how anyone saying otherwise is apparently a battered wife).
But apparently they're so good that any army that's good is because it's GW's favorite army.
Isn't it much more likely the truth is somewhere in between? Sometimes they fanboi, and sometimes they're not great at ruleswriting.
The bolded part is ... wrong, not to put too fine a point on it.
All the bad things are bad because GW isn't good at balancing units/factions. The good things being good is not because GW is good, it's also because GW isn't good at balancing units/factions. Those things aren't contradictory at all, there is no "somewhere in between" for the truth to be.
This. It's a piece of piss to make an unit/army powerful. Even someone who has no idea how the game works could probably do it by just throw a metric fethton of special rules onto some base profiles and chances are at least a couple will end up brokenly powerful.
For an example of this in practice, see Iron Hands space marines
But in seriousness, they did with the Iron Hands the exact same mistake they made with Riptides, just across an entire army. A unit can be tough. A unit can be mobile. A unit can pack a lot of firepower. But when you combine any of those together, you are massively increasing their power far beyond what you might expect. A unit with high firepower which is tough lasts longer to shoot more, a unit which has firepower and mobile can more easily avoid units which threaten it and also more easily get into position to use that firepower, a unit with toughness and mobility is excellent at board control as it is difficult to remove and can easily claim objectives etc. The Riptide was terribly designed ruleswise because it combined all three of those. It had JSJ for mobility (with option to buff up to even more mobility), it had a 2+/5++ with possibility for a 5+++ and 3++ and it had a S8 AP2 pie plate weapon at will. That was one unit. The Iron Hands got toughness and mobility army wide at no extra cost on the units. Some of those units already had high firepower and so ended up with all three.
Exactly. Units that do everything are OP. Automatically Appended Next Post: Karol wrote:The Newman 781553 10606017 wrote:
The bolded part is ... wrong, not to put too fine a point on it.
All the bad things are bad because GW isn't good at balancing units/factions. The good things being good is not because GW is good, it's also because GW isn't good at balancing units/factions. Those things aren't contradictory at all, there is no "somewhere in between" for the truth to be.
okey but at some point it stops to matter, if they do something for the Nth time, because they don't know how to do something, or because they don't like or like something.
Marine got the GK ammo stratagem in their doctrins as a flat buff they get for free, for the entire army, that is before any supplement or codex special rule. In game terms it doesn't matter at all if this was done, because GW doesn't know how to write balanced rules, dislikes GK, likes marines very much or they didn't have enough time to test.
To be fair - marines probably needed ap -1 on all their small guns and that GK stratagem is very overcosted and also gives +1 str. It gives me hope that all GK units will get psybolt ammo as a flat upgrade across the army.
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This message was edited 1 time. Last update was at 2019/10/22 14:56:56
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2019/10/22 15:14:33
Subject: Iron Hands imbalance was caused by RAI
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Morally-Flexible Malleus Hearing Whispers
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Honest question:
Has anyone ever met a Rules Tester for 40k? I always assumed it was the Devs just "testing" their own rules. There is no squad of 8 pro players that get tossed codexes and then in a windowed room GW watches their play and judges if the codex is worthy, right?
Tl R - DO testers even exist? Because I'm saying the evidence points to no, and GW has never actually demonstrated they actually exist.
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![[Post New]](/s/i/i.gif) 2019/10/22 15:32:09
Subject: Re:Iron Hands imbalance was caused by RAI
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Fixture of Dakka
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To be fair - marines probably needed ap -1 on all their small guns and that GK stratagem is very overcosted and also gives +1 str. It gives me hope that all GK units will get psybolt ammo as a flat upgrade across the army.
Oh I am not claiming the changes or rules are bad. Am all in for all armies getting good rules. Am just saying that with a new company and unexpiriance company saying that they did this or that, because of this or that different thing maybe makes sense. For an established one it does not really matter that much. What matter is what GW does. For example if all future codex get supplements like that, then it would be awesome. Problems may start if after those, IMO, really good supplements, we got a necron codex with a really bad one, would be really bad. And what ever such a thing would be because of some ultra necron eternal hate or incompetance wouldn't matter much.
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If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. |
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![[Post New]](/s/i/i.gif) 2019/10/22 15:44:12
Subject: Re:Iron Hands imbalance was caused by RAI
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Omnipotent Necron Overlord
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Karol wrote:To be fair - marines probably needed ap -1 on all their small guns and that GK stratagem is very overcosted and also gives +1 str. It gives me hope that all GK units will get psybolt ammo as a flat upgrade across the army.
Oh I am not claiming the changes or rules are bad. Am all in for all armies getting good rules. Am just saying that with a new company and unexpiriance company saying that they did this or that, because of this or that different thing maybe makes sense. For an established one it does not really matter that much. What matter is what GW does. For example if all future codex get supplements like that, then it would be awesome. Problems may start if after those, IMO, really good supplements, we got a necron codex with a really bad one, would be really bad. And what ever such a thing would be because of some ultra necron eternal hate or incompetance wouldn't matter much.
Yeah when I first looked at Ironhands rules I instantly made these connections....
They have Ulthwe, Hawkshroud, and Tau spet army traits. Dark angels trait that works on the move. Siamhan ignore heavy penalties on all units - not just bikes. Cadian army trait that works on the move for heavies.
In addition to -1 AP on all their guns and +1 attack every first round of combat....WOW. Previously they only had the Ulthwe bonus on infantry and dreads...
How could you not foresee the issues? GW Automatically Appended Next Post: FezzikDaBullgryn wrote:Honest question:
Has anyone ever met a Rules Tester for 40k? I always assumed it was the Devs just "testing" their own rules. There is no squad of 8 pro players that get tossed codexes and then in a windowed room GW watches their play and judges if the codex is worthy, right?
Tl R - DO testers even exist? Because I'm saying the evidence points to no, and GW has never actually demonstrated they actually exist.
Would be cool if they videoed some play testing so we could see what a horrible job they are doing.
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This message was edited 1 time. Last update was at 2019/10/22 15:44:58
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2019/10/22 15:47:07
Subject: Iron Hands imbalance was caused by RAI
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Fixture of Dakka
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People at my store claimed that the IH rules looked and felt, pre errata, as old grey knight rules. Am not sure how much of that was true, but all the older players agreed on that.
To be honest if GK rules felt like IH rules, I can imagine why people still dislike GK players.
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If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. |
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![[Post New]](/s/i/i.gif) 2019/10/22 15:51:35
Subject: Iron Hands imbalance was caused by RAI
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Decrepit Dakkanaut
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Karol wrote:
I am not very good with math, but I can draw analogy from sports. There is no chance to get a team or a sportsman dominate for 30 years, unless they are helped in some way or start from an unequal footing to begin with. Now I know w40k isn't considered to be a sport by people here. But I think the chance of eldar being great every edition on and on, is a bit strange to say the least.
The same goes for reverse situations, when armies are bad. And even more strange is the fact, that it is the same people writing and testing the books. If it was something like, eldar and marines are done by the Nothingam HQ, and ending up awesome, but NPC or background faction being done by some small sub studio in Canada, being hit or miss, and another one being done In San Paulo and always ending up really under powered, I could understand it. But codex like necron or GK, were writen and tested, by the same people that just did marines, or eldar or Inari, or the knight books. And it is not even the time difference. Take the DG book and place it next to GK. They came out at the same time. GK feel as if they weren't even writen for 8th ed.
And yet Ynnari got nerfed into the ground. Marines didn't start off great, but are getting better. Someone mentioned Iron Hands, but they're pretty meh at the moment. Daemons used to be murderously good. So did GK.
Where are these people "protecting" their armies?
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![[Post New]](/s/i/i.gif) 2019/10/22 15:59:01
Subject: Iron Hands imbalance was caused by RAI
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Morally-Flexible Malleus Hearing Whispers
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As a once GK player, I am trying not to anger GW further, they might make my Paladins cost more, or do only 1" smites. We have been beaten into submission.
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![[Post New]](/s/i/i.gif) 2019/10/22 16:09:46
Subject: Iron Hands imbalance was caused by RAI
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Fireknife Shas'el
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Karol wrote:People at my store claimed that the IH rules looked and felt, pre errata, as old grey knight rules. Am not sure how much of that was true, but all the older players agreed on that.
To be honest if GK rules felt like IH rules, I can imagine why people still dislike GK players.
Yes Karol. In fifth Grey Knights were epically OP. The psychic reverberation of that is still felt much like the reverb of fourth edition CSM bezerkers being able to wipe armies.
Moving on to the main point
That doesn't excuse terrible balance. But perfectbalance itself is not optimal either. To achieve it you would have to remove uniqueness and replace with profiles that could be accurately compared.
A fair example of this in my mind was the Old High Elf 8th edition book. If you didn't use one banner the list was very balanced and useable there were optimal and suboptimal choices but nothing was unusable. There were a few really op things such as allarielle and her special banner. Most people found the frostheart Phoenix to be a uunkillable beast but it didn't do much damage on its own. It was when you plopped down a 40+ white lions unit with allarielle using life magic in it and Banner of the world dragon and threw a couple characters. Then that unit was near impossible to kill and you had to kill his core. Which was hidden. And hope for the best.
The point is people have different mindsets and attack problems from different angles. Even if you had 8 of the best most WAAC players playtesting you would still have issues as they can't possibly foresee every possible interaction. They could catch more than happens for sure.
That said why do those bionic power armored buffoons get my tau trait that we need as we suck in combat and they in fact do not need it.
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8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams |
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![[Post New]](/s/i/i.gif) 2019/10/22 16:29:05
Subject: Iron Hands imbalance was caused by RAI
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Decrepit Dakkanaut
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You don't have to remove uniqueness entirely. However you don't need 50+ points of it when maybe just 20 works.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2019/10/22 17:20:18
Subject: Iron Hands imbalance was caused by RAI
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Loyal Necron Lychguard
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FezzikDaBullgryn wrote:Honest question: Has anyone ever met a Rules Tester for 40k? I always assumed it was the Devs just "testing" their own rules. There is no squad of 8 pro players that get tossed codexes and then in a windowed room GW watches their play and judges if the codex is worthy, right? Tl R - DO testers even exist? Because I'm saying the evidence points to no, and GW has never actually demonstrated they actually exist.
A couple of the guys at Frontline Gaming (the guys that host the biggest tournament in the world and run the most popular mission format for tournaments) playtest, I believe one of the guys at another podcast is a playtester as well, I think he has some tournament tops under his belt. Some people don't really want balance, they just want something interesting, for GW to shake up the meta to avoid the game ever getting stale and figured out. Frankie and Reece from FLG are outside playtesters, but I believe GW claims they have a seperate group of people that playtest in-house. According to playtesters and GW there was a miscommunication about the IH supplement, proving again that communication is important. But IH weren't unbalanced, they were totally balanced for Maelstrom, 70% win-rate just like it was supposed to be, it was only op in ITC where they had an 80% win-rate. Now with the nerfs I'm sure they're going to be trash, 35% win-rate confirmed. /s
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This message was edited 2 times. Last update was at 2019/10/22 17:22:20
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![[Post New]](/s/i/i.gif) 2019/10/22 18:08:33
Subject: Iron Hands imbalance was caused by RAI
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Archmagos Veneratus Extremis
On the Internet
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stonehorse wrote: ClockworkZion wrote:Not Online!!! wrote:Patch is better then no patch yes.
But the reliance of first day patches is nothing good. Neither in the video game industry nor in the TG one.
It shows serious lack in planning capabilities and abuses workers for last minute crunch time.
James Hewitt talked a bit about that in a response to a question about the FAQs:
Right, so, I've been expecting a question like this, and I've been mulling over the best way to answer it for a couple of days. Here's the best answer I can think of - apologies in advance if it rambles!
In a company the size of GW (which, I'll make clear, is not a big company by any means, but in terms of this industry it's monolithic) there are a lot of considerations. Everything that's done needs to be worthwhile, and needs to make a profit. When producing a game for GW, the sad truth is that quality of rules has very little impact on sales. Obviously you don't want the rules to be bad, but there's a real diminishing returns thing going on; the difference between a set of rules that's 60% perfect and one that's 70% perfect is going to be fairly significant, but the difference between 70% and 80% less so. And 80% to 90% even less.
So, as a designer, you're always pushing for more time. Any game design project has several stages - you do your R&D, your preparation, your grunt work (actually writing the thing), and your polish / testing / proofing. Management are always going to squeeze your deadlines, because they know that your instinct is to push for a good game, but they know that from a business point of view it only needs to be good enough to sell. Unfortunately, the grunt work is the bit that needs to happen, so the bits that get trimmed are R&D (which make things interesting and well-thought-out) and polish (which makes sure there are no mistakes).
That said, it's getting better. When I first started, playtesting was a bit of a dirty word; there was a real disdain for "balance" among the higher echelons of management. Silver Tower, for example, was playtested almost entirely in my own time, unpaid, using unpaid volunteers. But now, the are increasing numbers of external playtesters, and it's getting better. Thing is, no matter how rigorously the internal testing is, you're never going to find all the issues; it might seem shocking that a book comes out and the internet finds a dozen errata on day one, but remember that more people are seeing it in that one day than saw it throughout the entire production cycle. The only way to deal with it would be to have open playtesting, getting thousands of people to read the rules before they go to print, and sure enough that's what Forge World sometimes do - but it's not practical for main-range GW, because of their confidentiality rules and that kind of thing.
Hope that answers your question - sorry if it's a bit rambly!
The tl;dr: it's a problem caused by a combination of deadlines that need to be met and a limited number of eyes on any given rule set.
I have long suspected that GW's weekly release schedule is hitting into the available time for quality control and play testing. Back when releases were monthly it didn't feel as bad, but I guess then the gaps between releasing Codex/army books was months.
The above sort of confirms my suspicions. As long as GW keep to this frantic release schedule, we'll continue to see glaring errors in writing, and in balance.
I don't agree. I believe they've kept the same development cycle as before, they just don't sit on releases as long. Automatically Appended Next Post: Ordana wrote:The tl;dr: it's a problem caused by a combination of deadlines that need to be met and a limited number of eyes on any given rule set.
I agree with everything he said, but it doesn't take tens of thousands of eyes to see that things like the Ironstone are probably broken.
While true, the FAQ shows that there may have been a belief in the community being able to find a counter the team hadn't noticed yet and that's why they waited instead of doing a literal day 1 patch. Automatically Appended Next Post: FezzikDaBullgryn wrote:Honest question:
Has anyone ever met a Rules Tester for 40k? I always assumed it was the Devs just "testing" their own rules. There is no squad of 8 pro players that get tossed codexes and then in a windowed room GW watches their play and judges if the codex is worthy, right?
Tl R - DO testers even exist? Because I'm saying the evidence points to no, and GW has never actually demonstrated they actually exist.
Reese exists and FLG has been credited as a play testing group.
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This message was edited 2 times. Last update was at 2019/10/22 18:11:20
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![[Post New]](/s/i/i.gif) 2019/10/22 19:25:36
Subject: Iron Hands imbalance was caused by RAI
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Oozing Plague Marine Terminator
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FezzikDaBullgryn wrote:Honest question:
Has anyone ever met a Rules Tester for 40k? I always assumed it was the Devs just "testing" their own rules. There is no squad of 8 pro players that get tossed codexes and then in a windowed room GW watches their play and judges if the codex is worthy, right?
Tl R - DO testers even exist? Because I'm saying the evidence points to no, and GW has never actually demonstrated they actually exist.
There were Interviews in one WD with 4 groups of playtesters some months ago. 2 of these were tournament groups, the others more narratively focused. I didn't check if these actually exist but I'd assume someone would have mentioned it if they didn't exist
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![[Post New]](/s/i/i.gif) 2019/10/22 19:52:44
Subject: Iron Hands imbalance was caused by RAI
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Morally-Flexible Malleus Hearing Whispers
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All the evidence I've been shown points to there are "infrequent" at best play-testers, but nothing consistent. And the releases show it. The left hand doesn't know what the right is doing.
The releases indicate multiple groups of testers not in harmony. Why release a codex only to have it be completely invalidated by a different codex a month later?
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![[Post New]](/s/i/i.gif) 2019/10/22 19:55:48
Subject: Iron Hands imbalance was caused by RAI
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Archmagos Veneratus Extremis
On the Internet
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FezzikDaBullgryn wrote:All the evidence I've been shown points to there are "infrequent" at best play-testers, but nothing consistent. And the releases show it. The left hand doesn't know what the right is doing.
The releases indicate multiple groups of testers not in harmony. Why release a codex only to have it be completely invalidated by a different codex a month later?
They've outlined that they use both narrative and competetive playtesters on every book. Just because you have this conspiracy theory that they don't playtest the way you've decided is "correct" doesn't mean they're actually doing it wrong.
People who don't think games are playtested don't understand they're only seeing the little stuff that got through, not the real problems that would destroy the game if they were published.
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This message was edited 1 time. Last update was at 2019/10/22 19:56:48
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![[Post New]](/s/i/i.gif) 2019/10/22 20:12:21
Subject: Iron Hands imbalance was caused by RAI
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Omnipotent Necron Overlord
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ClockworkZion wrote: FezzikDaBullgryn wrote:All the evidence I've been shown points to there are "infrequent" at best play-testers, but nothing consistent. And the releases show it. The left hand doesn't know what the right is doing.
The releases indicate multiple groups of testers not in harmony. Why release a codex only to have it be completely invalidated by a different codex a month later?
They've outlined that they use both narrative and competetive playtesters on every book. Just because you have this conspiracy theory that they don't playtest the way you've decided is "correct" doesn't mean they're actually doing it wrong.
People who don't think games are playtested don't understand they're only seeing the little stuff that got through, not the real problems that would destroy the game if they were published.
Just because they say they playtest does not mean they actually play test. "Little stuff that got through"...You honestly telling me that I am better at finding broken combos than the people who Run ITC? I find these typically in the first read through of the book in a casual 15 minute review.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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![[Post New]](/s/i/i.gif) 2019/10/22 20:16:15
Subject: Iron Hands imbalance was caused by RAI
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Archmagos Veneratus Extremis
On the Internet
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Xenomancers wrote: ClockworkZion wrote: FezzikDaBullgryn wrote:All the evidence I've been shown points to there are "infrequent" at best play-testers, but nothing consistent. And the releases show it. The left hand doesn't know what the right is doing.
The releases indicate multiple groups of testers not in harmony. Why release a codex only to have it be completely invalidated by a different codex a month later?
They've outlined that they use both narrative and competetive playtesters on every book. Just because you have this conspiracy theory that they don't playtest the way you've decided is "correct" doesn't mean they're actually doing it wrong.
People who don't think games are playtested don't understand they're only seeing the little stuff that got through, not the real problems that would destroy the game if they were published.
Just because they say they playtest does not mean they actually play test. "Little stuff that got through"...You honestly telling me that I am better at finding broken combos than the people who Run ITC? I find these typically in the first read through of the book in a casual 15 minute review.
By that logic, just because people claim they don't play test doesn't mean they don't playtest. I'd take the word of the people involved in a given project over the word of some random person on the internet anyday to be quite honest.
Heck, James Hewitt flat out mentions playtesting in his free time in the past, and how they were actively employing third party playtesters when he left GW. But sure, they don't playtest and it's all smoke and mirrors.
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This message was edited 2 times. Last update was at 2019/10/22 20:17:25
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![[Post New]](/s/i/i.gif) 2019/10/22 20:34:53
Subject: Iron Hands imbalance was caused by RAI
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Omnipotent Necron Overlord
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ClockworkZion wrote: Xenomancers wrote: ClockworkZion wrote: FezzikDaBullgryn wrote:All the evidence I've been shown points to there are "infrequent" at best play-testers, but nothing consistent. And the releases show it. The left hand doesn't know what the right is doing.
The releases indicate multiple groups of testers not in harmony. Why release a codex only to have it be completely invalidated by a different codex a month later?
They've outlined that they use both narrative and competetive playtesters on every book. Just because you have this conspiracy theory that they don't playtest the way you've decided is "correct" doesn't mean they're actually doing it wrong.
People who don't think games are playtested don't understand they're only seeing the little stuff that got through, not the real problems that would destroy the game if they were published.
Just because they say they playtest does not mean they actually play test. "Little stuff that got through"...You honestly telling me that I am better at finding broken combos than the people who Run ITC? I find these typically in the first read through of the book in a casual 15 minute review.
By that logic, just because people claim they don't play test doesn't mean they don't playtest. I'd take the word of the people involved in a given project over the word of some random person on the internet anyday to be quite honest.
Heck, James Hewitt flat out mentions playtesting in his free time in the past, and how they were actively employing third party playtesters when he left GW. But sure, they don't playtest and it's all smoke and mirrors.
The evidence is in the quality of the rules being produced. Actual play testing can not be taking place if such power disparity exists. It is actually quite obvious without actually playing how most of these new rules in the supplements are not well internally balanced even. It would be super obvious at the point of actually playing. Like I think it's possible they actually print the rules before any actual play testing goes on. Then they ship the product to play testers to use and point out any issues they have so they can make a quick 2 week FAQ or errata. It's literally the only way such egregious errors in balance could make it to a printer. This way they aren't actually lying when they say play testing occurs. It's just happening at the wrong time.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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![[Post New]](/s/i/i.gif) 2019/10/22 20:43:54
Subject: Iron Hands imbalance was caused by RAI
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Decrepit Dakkanaut
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Xenomancers wrote:
The evidence is in the quality of the rules being produced. Actual play testing can not be taking place if such power disparity exists. It is actually quite obvious without actually playing how most of these new rules in the supplements are not well internally balanced even. It would be super obvious at the point of actually playing. Like I think it's possible they actually print the rules before any actual play testing goes on. Then they ship the product to play testers to use and point out any issues they have so they can make a quick 2 week FAQ or errata. It's literally the only way such egregious errors in balance could make it to a printer. This way they aren't actually lying when they say play testing occurs. It's just happening at the wrong time.
I imagine its more complex of a situation than imagined, but we'll likely never know why.
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![[Post New]](/s/i/i.gif) 2019/10/22 20:48:20
Subject: Iron Hands imbalance was caused by RAI
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Archmagos Veneratus Extremis
On the Internet
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Xenomancers wrote:
The evidence is in the quality of the rules being produced. Actual play testing can not be taking place if such power disparity exists. It is actually quite obvious without actually playing how most of these new rules in the supplements are not well internally balanced even. It would be super obvious at the point of actually playing. Like I think it's possible they actually print the rules before any actual play testing goes on. Then they ship the product to play testers to use and point out any issues they have so they can make a quick 2 week FAQ or errata. It's literally the only way such egregious errors in balance could make it to a printer. This way they aren't actually lying when they say play testing occurs. It's just happening at the wrong time.
That's not evidence, it's a belief. There is a difference that you clearly don't understand and it's resulted in you pretending to know more than you actually do.
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![[Post New]](/s/i/i.gif) 2019/10/22 21:45:35
Subject: Iron Hands imbalance was caused by RAI
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Longtime Dakkanaut
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vict0988 wrote: FezzikDaBullgryn wrote:Honest question:
Has anyone ever met a Rules Tester for 40k? I always assumed it was the Devs just "testing" their own rules. There is no squad of 8 pro players that get tossed codexes and then in a windowed room GW watches their play and judges if the codex is worthy, right?
Tl R - DO testers even exist? Because I'm saying the evidence points to no, and GW has never actually demonstrated they actually exist.
A couple of the guys at Frontline Gaming (the guys that host the biggest tournament in the world and run the most popular mission format for tournaments) playtest, I believe one of the guys at another podcast is a playtester as well, I think he has some tournament tops under his belt. Some people don't really want balance, they just want something interesting, for GW to shake up the meta to avoid the game ever getting stale and figured out. Frankie and Reece from FLG are outside playtesters, but I believe GW claims they have a seperate group of people that playtest in-house. According to playtesters and GW there was a miscommunication about the IH supplement, proving again that communication is important.
But IH weren't unbalanced, they were totally balanced for Maelstrom, 70% win-rate just like it was supposed to be, it was only op in ITC where they had an 80% win-rate. Now with the nerfs I'm sure they're going to be trash, 35% win-rate confirmed. /s
Wait on what planet is 70% win ratio balanced?
Perfect balance is 50%, realistic expectations are 40-60%.
70% is like Castellen pre nerf and look how that worked out now it now a narative/casual play only mono army.
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![[Post New]](/s/i/i.gif) 2019/10/22 22:43:23
Subject: Iron Hands imbalance was caused by RAI
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Decrepit Dakkanaut
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ClockworkZion wrote: Xenomancers wrote:
The evidence is in the quality of the rules being produced. Actual play testing can not be taking place if such power disparity exists. It is actually quite obvious without actually playing how most of these new rules in the supplements are not well internally balanced even. It would be super obvious at the point of actually playing. Like I think it's possible they actually print the rules before any actual play testing goes on. Then they ship the product to play testers to use and point out any issues they have so they can make a quick 2 week FAQ or errata. It's literally the only way such egregious errors in balance could make it to a printer. This way they aren't actually lying when they say play testing occurs. It's just happening at the wrong time.
That's not evidence, it's a belief. There is a difference that you clearly don't understand and it's resulted in you pretending to know more than you actually do.
You'd have to believe REALLY hard in the power of benefit of the doubt for something like Super Doctrines to be released in the first place.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2019/10/22 23:01:23
Subject: Iron Hands imbalance was caused by RAI
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Archmagos Veneratus Extremis
On the Internet
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Slayer-Fan123 wrote: ClockworkZion wrote: Xenomancers wrote:
The evidence is in the quality of the rules being produced. Actual play testing can not be taking place if such power disparity exists. It is actually quite obvious without actually playing how most of these new rules in the supplements are not well internally balanced even. It would be super obvious at the point of actually playing. Like I think it's possible they actually print the rules before any actual play testing goes on. Then they ship the product to play testers to use and point out any issues they have so they can make a quick 2 week FAQ or errata. It's literally the only way such egregious errors in balance could make it to a printer. This way they aren't actually lying when they say play testing occurs. It's just happening at the wrong time.
That's not evidence, it's a belief. There is a difference that you clearly don't understand and it's resulted in you pretending to know more than you actually do.
You'd have to believe REALLY hard in the power of benefit of the doubt for something like Super Doctrines to be released in the first place.
Nah. I believe it's just the first ripple of what they plan for 8.5 though and Marines are going to pull away for a bit before the game catches up again just like when they were the first codex while everything else was in the indices.
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![[Post New]](/s/i/i.gif) 2019/10/23 07:27:24
Subject: Iron Hands imbalance was caused by RAI
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Fixture of Dakka
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Ice_can 781553 10606546 wrote:
Wait on what planet is 70% win ratio balanced?
Perfect balance is 50%, realistic expectations are 40-60%.
70% is like Castellen pre nerf and look how that worked out now it now a narative/casual play only mono army.
70% win ratio over multiple match and including the possibility of mirror matchs, that drop the in rate of an army. Means something totaly dominating. In magic if a deck gets win ratios like this, there are emergancy bans, and sometimes people losing jobs. Automatically Appended Next Post: ClockworkZion wrote:
Nah. I believe it's just the first ripple of what they plan for 8.5 though and Marines are going to pull away for a bit before the game catches up again just like when they were the first codex while everything else was in the indices.
okey, but then we are falling in to the loop of if something is good the GW is planning it for the future, and if they do something bad then this is just them missing something and will be fixed "soon".
When 8th started we had huge difference between books, mid 8th was the same, if this is 8.5. Then the end of 8th also had gigantic differences between books. The csm and the csm supplement from vigilus book have huge differences in power. Orcs and SW for example, two books that almost came out back to back, but it feels as if GW did not test much when doing the SW codex.
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This message was edited 1 time. Last update was at 2019/10/23 07:35:40
If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. |
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![[Post New]](/s/i/i.gif) 2019/10/23 10:14:54
Subject: Iron Hands imbalance was caused by RAI
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Longtime Dakkanaut
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Xenomancers wrote: ClockworkZion wrote: Xenomancers wrote: ClockworkZion wrote: FezzikDaBullgryn wrote:All the evidence I've been shown points to there are "infrequent" at best play-testers, but nothing consistent. And the releases show it. The left hand doesn't know what the right is doing.
The releases indicate multiple groups of testers not in harmony. Why release a codex only to have it be completely invalidated by a different codex a month later?
They've outlined that they use both narrative and competetive playtesters on every book. Just because you have this conspiracy theory that they don't playtest the way you've decided is "correct" doesn't mean they're actually doing it wrong.
People who don't think games are playtested don't understand they're only seeing the little stuff that got through, not the real problems that would destroy the game if they were published.
Just because they say they playtest does not mean they actually play test. "Little stuff that got through"...You honestly telling me that I am better at finding broken combos than the people who Run ITC? I find these typically in the first read through of the book in a casual 15 minute review.
By that logic, just because people claim they don't play test doesn't mean they don't playtest. I'd take the word of the people involved in a given project over the word of some random person on the internet anyday to be quite honest.
Heck, James Hewitt flat out mentions playtesting in his free time in the past, and how they were actively employing third party playtesters when he left GW. But sure, they don't playtest and it's all smoke and mirrors.
The evidence is in the quality of the rules being produced. Actual play testing can not be taking place if such power disparity exists. It is actually quite obvious without actually playing how most of these new rules in the supplements are not well internally balanced even. It would be super obvious at the point of actually playing. Like I think it's possible they actually print the rules before any actual play testing goes on. Then they ship the product to play testers to use and point out any issues they have so they can make a quick 2 week FAQ or errata. It's literally the only way such egregious errors in balance could make it to a printer. This way they aren't actually lying when they say play testing occurs. It's just happening at the wrong time.
There is an alternative possibility: playtesting is happening, but it's being done poorly or the feedback isn't being listened to. Granted, that just shifts the problem from "no playtesting resulting in terrible rules" to "poorly implemented playtesting resulting in terrible rules" but I wouldn't be surprised if GW is doing p[playtesting but in some uniquely stupid way. For example, I heard a while ago that their approach is to send lists to the playtesters to test, not send them the full rules and points and allow them to build their own armies from them in an attempt to break things. Not sure how true that is, but it would explain a lot. An IH army with a single Executioner, a Devastator squad, three units of Tacticals and some Intercessors is powerful but nowhere near as good as a tournament-style IH army.
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![[Post New]](/s/i/i.gif) 2019/10/23 10:26:40
Subject: Iron Hands imbalance was caused by RAI
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Ultramarine Land Raider Pilot on Cruise Control
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Why are people still complaining about this? GW announced near the start of 8th that every book release will get an FAQ within a few week of it doing so. Don't assume that changes will be substantial or inconsequential.
GW shipped a book and adjusted it post release - something they have done with every single codex.
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