As far as I’m aware, there have been two basic approaches to dealing with the various OP skills combos:
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Nerfing some skills (what was done in the patch), or
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Suggesting cooldowns or other global limits on all skill use, such as incremental WP costs or hard per turn limits.
Nerfing skills means that some players are unhappy because skills get nerfed, others are unhappy because they didn’t get nerfed enough, and yet others because the wrong skills got nerfed (or others didn’t). See endless discussions on the dash nerf for illustration.
The idea of global limits on skill use makes so many players unhappy that perhaps it can only be implemented as an optional setting.
What I suggest as an alternative is to establish a set of global rules on how the skills are implemented and how they can be used. Most of these rules have been suggested or hinted at in various posts and others can be thought of. Some of these rules wound be implemented via changes to specific skills, others through setting hard limits on certain parameters. So it’s a combination of both approaches but aimed specifically at curbing excesses without fundamentally altering how the game is played.
For example, rule n°1 is “No damage without AP cost during the Player’s turn”. This requires adding an AP cost to any skill that allows to do damage, which has already been done with mindcrash and mind control. Further implementation would be to establish that Quick Aim can’t reduce cost of firing below 1 AP.
Rule n°2 is “APs, even with refunds, must be limited”. Rapid clearance and rally the troops can be used to refund very large number of APs. To implement this rule one option would be to set hard limits on the use of these skills. For example, limit RC to a certain number of kills and RtT to a certain number of uses per squad. Another option would be to establish that each soldier has a maximum number of APs per turn, that can’t be exceeded even through refunds, e.g. 10 APs. Or perhaps depending on their characteristics of strength, willpower and speed.
Rule n°3 is “Cap the buffs: Stacked damage buffs can’t exceed 100%, Stealth can’t exceed 85%, Accuracy buffs can’t exceed 50%, electric protection can’t stack at all”. This would address exploitive builds and combos where third skill row damage buffs combine with bloodlust with marked for death with stealth x2 buff.
Ah, right the disclaimer that difficulty needs to be balanced too, yada yada yada.