This is a repeat of my earlier post in the other thread on this subject:
FIX OP SQUAD SKILLS – OP Skills should have either cooldowns or turn limits set on them. If the devs don’t want to do that, they should have a significantly higher WP cost (and imho an exponentially rising cost for every subsequent use in a turn). At a bare minimum, the devs should nerf any skill or combo of skills that enables players to end a mission on Turn 1.
FIX THE DDA – At the same time as the above, the DDA needs a significant rebalance. I personally would limit the number of Sirens/Chirons per mission based on the player’s chosen Difficulty Lvl, and the DDA should take into account the number of Restarts a player has made. If the devs can’t or don’t want to do that, then the number & strength of Crabbies etc per mission added by the DDA /RNG (whichever is the real culprit) should be effectively halved – that would slow down the difficulty spike so that it only gets insane by the time your Squad has reached Lvl 7.
As a side note, I have never experienced the insane Crabbie numbers that other players report. The most I have ever counted on a mission is 12+, with a max of 4 Sirens turning up one-by-one. I personally believe that it’s because I very rarely Restart and accept my losses as they come. As an example, I am currently staging a tactical withdrawal from a Lair Mission that has gone south, rather than Restarting and trying again. This will register as a ‘loss with casualties’ on the DDA, rather than a ‘win’. I’m sure that’s why the game hasn’t adjusted itself to overwhelm my artificially outstanding play.
Bizarrely, I think introducing an Ironman mode might actually fix this for many players, as in Ironman you can’t Restart or save scum, so your ability level isn’t artificially boosted. That ain’t gonna happen until the game-breaking bugs are fixed, however.
REBALANCE TRAINING CENTRES
It’s ridiculous that as things stand it’s more efficient to leave your Squad training in the gym than have them gain experience in the field. I’d halve the XP benefit of Training Rooms. That way, if you want to spend resources building a dedicated Training Centre you still can, but giving your Squaddies experience in the field actually counts for something.
And before anyone says: ‘but this game’s so punishing, you have to be able to train up your new recruits to replace casualties,’ see above. I know that: that’s why you have to fix the effing DDA first! (Excuse the rant, but I’m getting tired of people arguing against sensible balancing on the grounds that the game’s not balanced. We get it! That’s why we keep calling for a sensible rebalance).
MAKE SCAVENGING MISSIONS WORTH DOING
Simple fix: double the HP and payout of all barrels on Scavenging Missions. That way some will survive long enough for you to get there and protect them, and the Resources they give you will make it worth the effort.
NERF HAVEN TRADES
As a corollary to the above, make trading with Havens less lucrative, so that you need Scavenging missions more. I suggest keeping it as it is on Easy Mode, but halving it, then halving it again on Veteran/Heroic; then reversing the Heroic payout for Legendary. And yes, I know that means to succeed on Legendary, you will have to play like a f!*£ing Legend – the clue is in the name.
GIVE US REAL EVOLUTION
This is a long-term fix as I think it will take some work. See my Evolution Thread for more details and discussion.