Ok, now that I have the time to engage with this, rather than being hassled on both sides, I will address this one point, as it pretty perfectly illustrates what annoys me so much.
What I actually said in the whole series of posts that you quoted out of context is: I don’t care how people play this game, but I am aware that the way people say they play the game is unbalancing the DDA. This needs to be fixed, because it is spoiling those players’ fun.
You misrepresented that as: ‘You’re saying other people aren’t playing this game correctly. Who are you to be saying what is and isn’t correct - and how can you have a crystal ball that knows the way that everybody plays?’
No, I didn’t say they’re not playing it correctly, I said that what they report on these forums seems to be fritzing the DDA; but if you play it a different way, the DDA doesn’t fritz.
I also went on to say (which you so conveniently ignored):
…which is one good reason why I got so annoyed when (surprise surprise), you ignored that.
As I have said before and shall say again and again and again until the devs do something about it, this game - as it currently stands - is broken. And it’s broken because:
a) the DDA doesn’t pay attention to the way most people report they play these games (using S&R).
b) Squad skills are so stupidly OP that if you don’t limit yourself, you can end most missions in a couple of turns.
c) the Pandas are so stupidly OP that they will come back at you with a vengeance if you don’t do that - just read the current acid debate that’s going on, it’s ridiculous what acid is doing to people nowadays.
BUT: read the posts of myself, @conductiv and @VOLAND above: we have found a way of limiting the DDA and releasing the absolutely excellent tactical game that is just begging to break out from its straitjacket of overbalanced feedback loops. And it’s so simple it hurts!
Nerf everything.
Set Cooldowns and limits on squad skills, so that we can’t ace a Lair or Citadel in 1 turn by spamming Rally or Rapid Clearance or Rage Burst and offing the Maguffin before the Pandas even get a chance to move.
Limit the number of Big Nasties that appear per mission, and completely disable the DDA on Easy Difficulty - oh, and while you’re at it, force the Siren to have LoS on any Squaddie she MCs.
Tone down acid, for the love of Bradford!
Do that, and as long as players respect the DDA, it won’t ramp up the Difficulty Spike, and the game’s a real blast.
BUT - and I’ve lost count of the number of times I and Voland and others have said this as well - we recognise and respect that fact that other players like the OP Skill combos &/or don’t want the game to be as challenging as we like it to be: so we are constantly calling for the devs to introduce a set of Difficulty Modes (or option menus) that allow players to choose to play this game the way they want to.
I’m not saying that ‘people aren’t playing this game correctly’. I AM saying that - as things currently stand - they are playing it differently to the way I play it, and that’s what’s triggering most of the problems they keep complaining about.
Bottom line: when you call for OP Skill combos to remain untouched because ‘that’s the only way we can survive against the Difficulty Spike’, you are calling for the Difficulty Spike to go up; because the one directly feeds off the other in a vicious feedback loop. If you nerf the one, you technically should immediately nerf the other, because without squads acing missions left, right and centre, the DDA won’t go through the roof.
Won’t solve the S&R problem, but if you accuse me of saying that’s the players’ fault, I shall SCREAM!