Now that Cthulu is starting to bed in, there seems to be a push from some quarters to deal with OP skill abuses by applying the nerf gun in various different ways. And while I concede that this is necessary in certain (to my mind) obvious situations, I believe that it’s the wrong way to approach skills abuse in Phoenix Point.
Give a (semi-)infinite number of players enough time, and they will always find a way around a nerf. And then the response is to nerf even more, until the skill becomes next to useless.
As a case in point, let’s take the current debate about Boom Blast. The problem is that some Optimisers have figured out that a couple of Heavies can effectively use Boom Blast to neutralise 2-3 groups of Crabbies in 1 turn. So the proposed solution is to nerf Boom Blast so that a Heavy can only completely obliterate 1 group of Crabbies in a turn. So what’s to stop the Optimisers from fielding 3 or 4 Heavies, backed up by Rapid-Clearing Terminators to clean up what remains of the mess they’ve just made? It doesn’t solve the problem, it simply creates a new one, which the nerf gun can only solve by negating the use of Boom Blast till it’s useless.
However, Phoenix Point has a unique ace up its sleeve which could create a much more ergonomic and tactically satisfying solution to virtually any abuse that’s perpetrated by the players - and that’s evolution.
If a player abuses Boom Blast, the Pandas should evolve Ablative Armour and Counter-Battery Chirons to neutralise it. Now half the Crabbies on the map are only taking 50% (or less) damage from those salvoes, and there’s a new Bombard Chiron on the block with extended range that’s programmed to target the sound of launchers and carpet-bomb the area.
Now, instead of being slapped with a restriction, the player is faced with a series of interesting tactical choices. Does he persist with Boom Blast, but use the APs saved to run under cover or Dash out of the Carpet Zone (effectively halving the strength of the salvo)? Or does he retool his Heavies and pick another strategy which has been opened up by this new form of evolution (for instance, Ablative Crabbies could always evolve without Shields, or MGs, or with fewer MPs due to the weight of their armour).
This doesn’t just work for explosives. Abuse of Sniper tactics could evolve bigger shields and more Mist-layers. Abuse of Rapid Clearance could evolve Goo Traps laid on the map to block the TB’s path, or Sniper Tritons with auto-Overwatch, or Crabbies with Hair-Trigger reflexes that Return Fire against targets that move into effective range - and suddenly those Terminators have a far harder time surviving to clear the map in 1 turn. But the point is it only happens if you abuse the skill in the first place! Don’t build Terminators: don’t get Hair-Trigger Fire. Now TB or not TB is your choice - and it’s a strategic one.
The beauty of this system is its dynamism. Some people will argue: “But can’t you just do one thing to make the Pandas evolve a certain way, and then go a different route which exploits that?” And my answer is: 'Yes!! That’s what’s supposed to happen!" It’s like LW2, when you focused your activity on a particular region to attract Advent’s attention and divert it from the regions that were under pressure or where you really wanted to concentrate. It adds a whole new element of tactics and strategy to the game which is completely missing if you blanket nerf everything that moves slightly faster than you’d like it to.
So the challenge is not to find a nerf to an exploitable skill that will a) last more than 5 minutes and b) not piss off half the player-base, and more to find a series of evolutions that enable the Pandas to counter those abuses and open up different paths for the players to pursue. This, I think, is a much more viable long-term solution to the whole skills problem than trying to contain the blancmange of skills abuse.
That’s not to say that some nerfs aren’t necessary. The devs have, for instance, asked the Council to suggest tweaks to Rapid Clearance that will stop Terminator Runs from being a Thing, whilst still enabling the user to off 3 or 4 Crabbies in a row; and @VOLAND is doing a very good job of canvassing opinion from everyone on the forum as to what those tweaks should be.
But ultimately, PP is such a beautifully exploitable sandbox that nerfs are not the answer.
Evolution could be.