Of course they should. But I’m unsure what you mean by fundamental approach. They have been re-balancing the game. I’d be curious to know what you think should be a different approach. It’s a published game, so I think that Snapshot need to be subtle about what changes they make.
That a really good idea (I wanted to swear, that’s how good an idea I think it is)!! It would make it a great deal more subtle in deciding which 1st class soldiers you recruit first. But then perhaps a bit too complicated for some players. They’ll claim that the game has been broken again.
It’s will be very difficult to Snapshot to make it work without bugs )) Don’t think they can.
I would rather not opt for this, tbh.
I don’t think it solves much anything. For First Turn Striking, cooldowns are irrelevant - you only need the one turn (not necessarily the first one, actually) to decide the outcome of the encounter.
And then it does complicate character progression mechanics in a not immediately understandable way.
I think ultimately some restrictions have to be placed on multiclassing, not only to prevent TBs but also to have a more team oriented approach. Right now it’s all about optimizing each individual soldier so that it can deliver as much damage as possible.
Not that crippling.
I do see this. I believe that the game appears complex enough. Which in my mind suggests that a second wave option as was available in later builds of Xcom 2 might be a very simple solution assuming it’s not too difficult to implement.
Yes, I talk about single terminator in squad. I never need more ![]()
If you have squad that can kill all at first turn, but you need to use many skills and some tactics (not one-two super skill) then it fine, I think.
Terminator builds are being addressed in the Cthulhu update. Many of the abilities commonly used to make these terminator builds are being reworked. They will still be as strong individually, along with having some synergy with other skills. However, measures are being taken to limit their use in a way which makes dealing with enemies trivial.
We’re not ready to go into details yet, as changes are still being tested.
Eager to try that new synergy, assuming Acid bug is fixed, and Nanotech threshold for Motion Detection Module is changed
I hope you will reduce power of enemies too, cause without it game will become extremely difficult.
The selected difficulty levels should be responsible for this, which hopefully can be adjusted a little more gently with “Panda Research”.
LOL, you started the thread claiming that Legend was now too easy…![]()
Maybe if after the changes you find the game too difficult, you could try a lower difficulty?
Checking Facebook, many people is complaining in advance because they love Terminator Builds and the game is too hard in easiest levels 
I many times before said that game didn’t have any balance. If you use terminators - game very easy from mid game. If not - missions sometimes become near impossible.
Also, almost all said, that in the beginning game is hard enough.
And, if you remember start of this topic, I said about diplomacy and factions.
One of my complain was bug and it fixed.
I subscribe point by point your Original Post.
And I would add, you get easily vehicles for free in the beginning, Acid cannon is killing Scyllas (3500-4000 HP) in two turns, too many packs(materials and tech) in scavenging missions and without reinforcements(bug) is too easy, and now Lairs(mutagen packs) and Citadels more crates , and there are more
People will always cry, it depends on Snapshot how they “see” the game and what they want to allow as “design”. I also have the feeling that many don’t even know what is meant by “terminator”. For example @icemann didn’t know it beforehand. Then I read there: “Oh no, you nerf everything!”. That is not true at all and was not shown in the statement.
A game full of exploits will also find its fans. The question is whether a tactic game where decisions are weighed up and considered will work well with exploits in the long run, I don’t think so
But again: Snapshot has to decide for itself.
Edit: In most cases, players quickly get used to even very strong nerfs (which is probably not even the case here). In the long run, sensible nerfs make the game better and that is the main thing.
I agree that this is the case for many players - I have said that myself many times.
It’s just that in your OP you were referring specifically to the first 20 days in Danforth as being too easy on Legend due to absence of Sirens and Chirons…
In any case, I think the logical thing to do after these changes for players who currently play in Legend relying on Terminator Builds, is playing the game at a lower difficulty…
Their opinions on these changes would be all the more valuable if they were based on their experience of playing the game after they were implemented ![]()
BTW, I don’t have FB - I’m curious, was there much backlash against the changes to Speed?
I almost don’t use FB , but I can’t find after Danforth release, big response to nerfed max speed