Originally posted by: hooflung
This is what is happening in City of H/V right now. The devs have created a have vs have not system because they appeased the have nots with bandaid technique in the name of balance when they had secretly planned to phase out the original imbalance naturally. Now they have over nerfed the tankers and scrappers and literally destroyed the role of tanks in the game. The things of old that were taboo are now the tools to negate the need of a tank. Convoluted madness to appease idiots who cry before thinking and refuse to use the tools given to them to /ignore the imbalance until it was fixed for both. No, they used the easy tool /petition and spam on forums and now they are sitting pretty while tanks are /pointless.
/sorry for the rant but I agree with RB.
There wasn't a huge imbalance until people did the testing, for specific power sets and what advantages they gave. Beyond AI and Stacking issues, Single Origins basically broke the game. I've said it before, post 22 the game goes straight on to training wheels. Leveling up from 5-15 is probably ten times as challenging then 22-33. Certainly the later takes longer, but the effort to do so is greatly diminished. The single origins, along with stupidly overpowered skills like Hasten allowed for the Perma effect on all secondary effects. Breaking the Tanker and Scrapper classes. Remember the Spines/Invul FotM, where a spines scrapper could aoe massive amounts of enemies due to stacking and AI exploits and only take 5% of the total damage. That is *IF* they were hit with their huge defense bonus from being surrounded by the ridiculous amount of foes.
Then don't get me started on Hami-raids, once the Hami-formula was broken Hami-O's were in every single skill slot, on the "perma" powers. Basically granting full perma status along with a defense or resistance bonus out the wahzoo. So scrappers get nerfed because the Devs F-d up. The player base pointed this out, in cold hard numbers(something mind you the devs for CoH hate). Fire tanks were the last of the legacy, that got nerfed in I5 with the limited number of targets AoE can hit. Those changes helped break the tanker class further, by limiting the number of opponents you could force to engage you in. Don't get me started on what they did for tanker hits generating hate. I gave them ideas, and they nearly implemented it verbatim. Though again stacking exploits and poor AI would make it necessary to undo those changes.(Try making an energy/invul tank and using stacking methods to stack 3-4 groups up in atlas park, were you can two shot the entire group, possible 3 with LTs). Obviously those sort of things are bugs or feature oversights. The devs didn't think the spread of training>Dual>Singles was too much and that is the basic problem.
Edit: I would also like to add, post purple patch the single origins enhancements were more the sufficient to deal with foes 4-6 levels higher than you. So if there was any doubt, I just wanted to add that in. Perhaps the player would have to be familiar with a style of fighting particular goes, but +4-6 was not unfeasible. I still remember on my DM/SR pre I2, perma elude was still pratically unknown as most people were fixated on invul. I could round up just as packs of foes and stack them in a single location, and shadow maul them to dust. On top of which I was down right lethal single target. With an optimized attack chain I could duo kraken at 38-39. I couldn't do it at 38-39 100% of the time due to the drop in elude. At 40 I could easily solo a kraken. As anyone might tell you they have a huge amount of hitpoints and the massive HP regen that comes with that. I'm talking maybe two minutes per, but the XP was outrageous soloing them. Hasten and Perma elude put me way over the top, all thanks to Singles. When the Arena came out, my build was so bad even blasters and scappers with targeting drone and focused accuracy would *rarely* hit me. Though at that time I had moved to Hami-O's in all my defensive slots and most of my attacks.