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EU4 - Development Diary - 24th of July 2018

Good morning all! What would Tuesday be without an EU4 dev diary? Tragic, I say, so here for the last of the Summer dev diaries while the bulk of the Swedes are on vacation, I bring to you a summary of balance changes coming in the 1.26 Mughal Update. This is not exhaustive (We'll post up the full changelog closer to release) and is about changes made to the game and its existing mechanics, rather than the new stuff we've added. We'll have another Dev Diary in the future to act as a "roundup" of new mechanics and how they work.

Estates:

As we have mentioned before, Estates now cause a disaster at 100% influence rather than 80%. They also no longer have a minimum requirement for land. In addition to this:

- Confiscating estate land now gives a +5 unrest modifier in the province for 15 years. This modifier goes away if you give the land to another estate.
- Confiscating estate land now adds 25 local autonomy in the province that the estate was previously in.
- Advisors generated by Estate interactions now scale in cost depending on estate influence.
- Influence from estate events generally increased.
- Cossack Estate now gains twice as much influence per development in granted provinces.
- The cap for how much development in granted provinces can increase influence is now 50% rather than 40% for all estates.

Trade Nodes:

- Bengal trade now flows into Doab, which in turn flows into Lahore (renamed from Kashmir) undoing the injustice to these nodes.
- General renaming and reshaping of Indian trade nodes (see screenshot)
- The Katsina Trade Node now connects to Ethiopia instead of Alexandria.
- The Ethiopia Trade node now also connects to Aden.
- Coromandel flows straight to the Cape

Trade n stuff.png


In general this means more Indian trade will be able to flow around Africa into Europe without needing massive amounts of control in Aden. Zanzibar isn't quite the slush fund it used to be, but remains lucrative.

Tributaries:

Far away tributaries with no expectation of help or feasible reason to be a subject was something we're looking to change with this update. As such, the AI is no longer interested in establishing new tributary relationships with nations who do not border them. This goes for both asking and receiving requests. Existing tributaries are fine, so Ayutthaya & Khmer won't suddenly want to abandon Ming in 1444.

Speaking of Ming, 1.26 may as well be renamed the Sukhothai update, as declaring an independence war no longer calls in your overlord's Tributary overlord. Sukhothai can now declare war against Ayutthaya without Chinese intervention.

Expansion:

An issue in EU4 that we've long recognised is that conquest is almost always a good idea: you are able to immediately get a financial benefit from land, buff up your own forcelimit, size, trading potential, while at the same time denying your foes that land. We've been wanting to change this so that one has to consider what they conquer with a bit more forethought and with that we turn to your States.

Your maximum number of States is now far more important: If you hold more territories than your state limit, you will face a yearly corruption penalty, currently +0.02 per territory (not per province). For example, if you have a State Limit of 15, you can have up to 15 States AND up to 15 Territories without penalty. Overseas Colonial Regions and Trade Charter Companies are exempt from this calculation. This corruption hit is halved in Easy mode, and entirely absent in Very Easy. Additionally sending Missionaries and cultural conversion are not possible in Territories. You must make them a state to do these.

In conjunction with this, all nations' base state limit has been doubled (up from 5 to 10).

There is a define ALLOWED_TERRITORY_VS_MAX_STATES which allows you to tweak this value in defines.lua

Subjects:

In the interest in encouraging more indirect rule, holding a subject for a long time will gradually reduce their liberty desire. Subjects can now also gain trust with their overlord, instead of having it pinned at 50.
Force Limit Contribution from subjects now scales with the subject's own FL, minimum of +1 + 10% from vassals, +20% from marches.


End Game Tags:

Preventing weird country formations, like Ottomans to Byzantium or Minghals or England to Mughals to Shan to Mughals to Japan is something we're historically not very good at. It generally involves a lot of different file changes and something usually gets overlooked. In script as of 1.26 we now have a scope known as "End game tags" which will prevent most cases of such nations forming other nations (Holy Roman Empire, Rome and Papal States are so special they trump this list, eg: Byzantium can for Rome, Italy can form Holy Roman Empire...).

The current list is:

Mughals
Ottomans
Byzantium
Rome
Holy Roman Empire
Rum
Qing
Russia
Commonwealth
Japan
Yuan
Hindustan
Bharat
Arabia
Papal States
Spain
Great Britain
Italy
Germany
Ming

That's the bulkier of the balance changes. As usual, there will be more nuanced changes in the fine details to come along in the full Changelog, which we will be sharing closer to release.

We are well aware that balance changes can get people worked up and are seldom without contention. I have very fond memories of forums around the the 1.12 release. Remain civil when expressing your feelings over your favourite balance changes as, although I endeavour to explain why we make changes, there are as many opinions as eyeballs in the world. Thanks for your time.

And if Balance Changes are not your cup of tea, let's have a look at some of the other National Idea changes brought along in the 1.26 Update. We'll look over at the Bengal region, where there is now a distinction between The Bangal Sultinate, and the Bengali Minors in the area.

I love U.png


Bengal Sultanate ideas
start =
infantry_power = 0.1
global_manpower_modifier = 0.15

bonus
backrow_artillery_damage = 0.15


bng_combat_piracy =
trade_efficiency = 0.1

"Pirates have infested the waters of the Bay of Bengal for too long. We must protect traders en route to our ports by discovering and eliminating pirate havens along the Arakan coast."

bng_habshi_generals =
army_tradition = 0.5

"Abyssinian slave-soldiers purchased in Arab markets play a significant role as elite infantry soldiers. Those that excel as leaders shall be given greater levels of command, while those who demonstrate exceptional loyalty shall make up the palace guard."

bng_clearing_the_delta =
development_cost = -0.1

"The Bengal Delta contains an immense expanse of potentially very profitable land that goes unexploited due to thick forestation. We must subsidize efforts to clear the forests to make way for new farmlands, cities, and trading posts."


bng_attract_sufis =
idea_cost = -0.1

"Sufis have long been innovators of Islamic thought as well as wise councilors. If we wish to be a leading voice in the future of the Islamic world, we must patronize Sufi lodges and convince the wisest among their order to settle in our domain."

bng_conquest_of_the_gangetic_plain =
leader_land_shock = 1

"To our west are the fertile and populated lands of the Indo-Gangetic Plain. The Sultans of Bengal have long coveted its great cities and vast wealth, but only now as a new and ambitious crop of generals rise to power is our ambition likely to become a reality. We must do all we can to ready our forces for the coming conquest."

bng_rupees =
global_tax_modifier = 0.1

"The lack of a widely adopted standardized currency is stunting the development of Indian commerce. As one of the foremost economic powers in the subcontinent, we are well placed to begin the minting of a new silver coinage with standard weights, which we shall call the rupee."

bng_bengali_industrialization =
global_trade_goods_size_modifier = 0.1

"Bengal is uniquely situated in India to begin a revolution unlike any seen before. We stand poised to exploit new developments in our already world-class textile and shipbuilding industries. Let us begin an industrial revolution!"


Bengali Minors ideas =
start =
merchants = 1
infantry_power = 0.1
}

bonus =
prestige = 1
}


hindu_sufi_syncretism =
religious_unity = 0.5

"Beyond the eastern frontiers of the Islamic world, came Sufi mystics to settle land grants or to commune with nature in Bengal, intermingling with the Hindu population. Cooperation led to extensive land reclamations in forested and marshy areas and helped to introduce new syncretic forms of music, painting, dancing and sculpture reflected in the temples and shrines constructed during this period."

ganges_brahmaputra_confluence =
trade_efficiency = 0.1

"The mighty Ganges and Brahmaputra have traveled far to intermingle and spread out into the Bengal Delta, funneling trade and commerce in its wake. For thousands of years the area around the delta has been a natural place for the easy exchange of goods and ideas."

rice_fields =
global_manpower_modifier = 0.2

"We Bengalis are primarily rice eaters, and the rainfall and soil in the area lends itself to massive surplus rice production, with the mighty silt laden rivers and monsoon allowing for three separate growing and harvest seasons a year."

mustard_oil_ilish_mach =
war_exhaustion_cost = -0.10

"Wars may torch the granaries and markets. The weather may wither or crush the crops in the fields. Elephants and ants may try to eat what we have planted. Give us a little oil, however, and our fish-laden rivers will give us the food we Bengalis desire most!"

jute_production =
#production_efficiency = 0.1

"Native to our region, Jute is a long, soft, shiny vegetable fiber that can be spun into coarse, strong rope, matting or thread. In high demand for its resilience and relatively light weight, we can benefit from its cultivation and production."

opium_fields =
global_tax_modifier = 0.1

"What's that? People will give us gold and silver for our flowers!? The opium of our region is highly prized and easily grown, commanding twice the price of any other opium in the world. Let the trade begin!"

bengali_renaissance =
global_institution_spread = 0.1

"The Bengal Renaissance that took place in this region was a reaction to the encounter and impact of Europeans arriving for not only commerce, but for study, art and scholarship. The Bengal Renaissance blended together Hindu teachings from the past with Western education, politics and law, as well as a re-casting of Bengali culture. This led to a flourishing of the arts and sciences."

And if neither Balance changes nor National Ideas are your thing, well, swing by next week, where we'll talk about that new image you keep seeing in the buildings interface is. There are still a fair few dev diaries to come before Dharma is due to hit the shelves.
 

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Why do you think that these things are tall buffing? drilling can be used tall and wide, devastation is ignorable and generally ignored, and I'd say it hurt tall players, more than wide players if ever, coal ... i am not even sure why you mentioned it. And colonist development... if you have colonists it mean you took the exploration/expansions ideas and so you plan to expand. I don't think that somebody took these idea group just to develop their provinces when they could just use the necessary monarch points to do it.:rolleyes:

As you know, all modifiers stack and get you there little by little. I don't know how the colonist will work but in principle it is something that encourages development and actually promotes NOT to expand as you won't be using him to colonise. Of course, it's more intended to give colonists something to do when done expanding, but that really doesn't matter.

Coal is mentioned because you need dev >20 to reveal it, most provinces with coal in them won't have that starting up.

Devastation is reduced by developing, and is much more manageable in a small country, or playing defensively, in addition to the depth it provides of course, in principle the intention is definetly there to limit wanton destruction and ignoring the quality of provinces, which is a staple of WC'ing. Bringing up that it's ignorable as an isolated mechanic is an empty argument.

Drilling sure is more double-edged, but much more doable and easy to maintain in a tall playstyle, and maintaining professionalism as well as drill is harder when blobbing, exhausting manpower, spamming mercs, and so on.

Now, I'm just refuting these things to state my original point: The outline from the developers is LOUD and CLEAR. They're definetly trying to make tall more attractive AS WELL AS making wide harder, often times they do it in the same sentence, like i mentioned with drilling. Now, whether they're actually succeeding at it is an entirely different thing. My opinion here is that it seems they might be seeing the forest for the trees with this development, effectively forgetting a little that the game at its core is a fun, violent ahistorical slugfest where stupid stuff like icelandic muslims invading africa happens. It might not be supposed to happen...But that's the whole point, y'know?
 
I think some people are over reacting about the corruption change. Its not a wide nerf, or anything like that.
Its a "lets conquer everything I can get my grubby little hands on" nerf and a wc nerf.
The game will still be about trying to conquer alot of land because thats way more optimal than developing.
We all have our vision of the game, and these changes might not appeal to you, the last patches of powercreep sure didnt appeal to me.
And please drop the victim complex, we arent trying to ruin your fun, we just want our dream game fulfilled just like you do.

Blobbers will always be salty if someone dares even mention nerfing blobbing :/
 
I think some people are over reacting about the corruption change. Its not a wide nerf, or anything like that.
Its a "lets conquer everything I can get my grubby little hands on" nerf and a wc nerf.
The game will still be about trying to conquer alot of land because thats way more optimal than developing.
We all have our vision of the game, and these changes might not appeal to you, the last patches of powercreep sure didnt appeal to me.
And please drop the victim complex, we arent trying to ruin your fun, we just want our dream game fulfilled just like you do.

My "dream" is that they continue to allow the freedom to chose your path, by improving the game to make both styles equal fun.
This change does not help make the game more fun for anyone and it also gives you no real strategic tool to overcome it by "better gameplay".

Also your attempt to silence others or at least make their very valid complains seem invalid is not the way to make your point.
 
Now that I look at it, the "devs are limiting our options" arguments seems silly. They're just adding penalties/obstacles (which is "balancing") in the option to make it less attractive, you don't have to pick that option. If you picked it then you should be prepared to accept the consequences (in this case juggling states around to convert, for example).

As it looks like to me, One Faith is too easy than it should be (basically WC or near-WC+force religion) and devs are trying to fix that. I don't understand all the riot that demand the change be reverted (which a lot of them sounds like kids getting their candy taken away). I do agree it's too harsh and can be implemented better (already said this earlier in the thread).
 
My "dream" is that they continue to allow the freedom to chose your path, by improving the game to make both styles equal fun.
This change does not help make the game more fun for anyone and it also gives you no real strategic tool to overcome it by "better gameplay".

Also your attempt to silence others or at least make their very valid complains seem invalid is not the way to make your point.

What if some players think its more fun to meet alot of opposition while they try to conquer as much land as possible. Nerfing something doesnt mean everyone that plays that thing will have less fun, it just makes it different and appeals to other people. You dont need to have a tool to overcome it, you can just deal with it. Its a challenge, not something you can invest some monarch points into and call it a day.

I dont get this last thing at all. Im by no means saying that everyone who dont like the changes are just playing victims. Im saying that the people who are literally accusing us who agree with the changes are doing it just because we try to ruin their fun :D
 
Now that I look at it, the "devs are limiting our options" arguments seems silly. They're just adding penalties/obstacles (which is "balancing") in the option to make it less attractive, you don't have to pick that option. If you picked it then you should be prepared to accept the consequences (in this case juggling states around to convert, for example).

As it looks like to me, One Faith is too easy than it should be (basically WC or near-WC+force religion) and devs are trying to fix that. I don't understand all the riot that demand the change be reverted (which a lot of them sounds like kids getting their candy taken away). I do agree it's too harsh and can be implemented better (already said this earlier in the thread).
EU4 Devs have been removing everything fun from the game for some time now. If they wanted to balance things they'd take a look at merc smam, for instance. It's just they pushing their mindset of how the game should be played and saying that we who play the game in any other way are wrong.
 
EU4 Devs have been removing everything fun from the game for some time now. If they wanted to balance things they'd take a look at merc smam, for instance. It's just they pushing their mindset of how the game should be played and saying that we who play the game in any other way are wrong.
Historically Mercenary Armies were indeed quite strong if paid. Look at Matyas Korvin's Black Army.
 
I think some people are over reacting about the corruption change. Its not a wide nerf, or anything like that.
Its a "lets conquer everything I can get my grubby little hands on" nerf and a wc nerf.
The game will still be about trying to conquer alot of land because thats way more optimal than developing.
We all have our vision of the game, and these changes might not appeal to you, the last patches of powercreep sure didnt appeal to me.
And please drop the victim complex, we arent trying to ruin your fun, we just want our dream game fulfilled just like you do.

It´s not a wide nerf? Well we call wide different things, because limiting your expansion to stuff you can state is nowhere near how fast you expand in this game. And limiting myself to expand more slowly is boring, not because it's a lot easier, but because in this game there is nothing to do when you are not expanding.

Yes of course the game will still be about going wide, and yes, it will just be another annoying modifier on a list. But that's the whole problem. It is just another annoying modifier on a list.
An annoying modifier that also makes me expand in specific dirrections that are arbitrarely exempted because they happen to be the focus of the patch.

The point we are trying to present is that blobbing easily reaches a point where it becomes tedious instead of challenging.
Simple as that!

Yes, yet tall play starts being tedious to begin with. If you bothered to read the posts of people commenting, instead of blindly disagreeing because you want blobbing to be harder. You'd realize very few people care about blobbing being harder, we care about the maner in which it is being done. Because it adds nothing, absolutly nothing to make the experience of either blobbing or playing tall more fun, more complex or less railroady.
 
It´s not a wide nerf? Well we call wide different things, because limiting your expansion to stuff you can state is nowhere near how fast you expand in this game. And limiting myself to expand more slowly is boring, not because it's a lot easier, but because in this game there is nothing to do when you are not expanding.

Yes of course the game will still be about going wide, and yes, it will just be another annoying modifier on a list. But that's the whole problem. It is just another annoying modifier on a list.
An annoying modifier that also makes me expand in specific dirrections that are arbitrarely exempted because they happen to be the focus of the patch.



Yes, yet tall play starts being tedious to begin with. If you bothered to read the posted of people commenting, instead of blindly disagreeing because you want blobbing to be harder. You'd realize very few people care about blobbing being harder, we care about the maner in which it is being done. Because it adds nothing, absolutly nothing to make the experience of either blobbing or playing tall more fun, more complex or less railroady.
The corrpution change is twice the states so I dont know what you are talking about. I dont think this even limits you conquests, it makes you put more thought into it. Everything might not be quite as worth it, and might atleast come with soem hassle.

Something needs to be done with trade companies, I agree with that. Setting that aside I think its a good change. Maybe corruption isnt the way to go, but something to make the game challenging past 1600 is better than nothing. Personally I dont really care, because I mod the game like that anyway. I still think its the right direction for the game, and hopefully this means we might get some more intricate mechanics to represent the problems with managing a huge empire in the future.
 
Yes, yet tall play starts being tedious to begin with. If you bothered to read the posts of people commenting, instead of blindly disagreeing because you want blobbing to be harder. You'd realize very few people care about blobbing being harder, we care about the maner in which it is being done. Because it adds nothing, absolutly nothing to make the experience of either blobbing or playing tall more fun, more complex or less railroady.
Not necessarily, for you are limited in how much you can actually develop. Plus it lets you have a more relaxing game or a more interesting one when you have to balance out with the Great powers. Imagine playing Netherlands, squished between France and Mega-Prussia, focusing on getting trade income so you can turn your small country into a powerhouse in order to defend yourself.
It adds a challenge, more of a risk to excessively blobbing, part of the fun is in the challenge, is it not?
 
Not necessarily, for you are limited in how much you can actually develop. Plus it lets you have a more relaxing game or a more interesting one when you have to balance out with the Great powers. Imagine playing Netherlands, squished between France and Mega-Prussia, focusing on getting trade income so you can turn your small country into a powerhouse in order to defend yourself.
It adds a challenge, more of a risk to excessively blobbing, part of the fun is in the challenge, is it not?
When you are small and want to play tall you do not focus on trade income, at all. You focus on idea groups that all synergize to improve your income, reduce the dev development cost, let you fight better and increase your force limit. With enough time you will become unstoppable (it helps a lot that the AI is brain dead) even if you only own ~5 provinces. This is fun thing to do once or twice but incredibly boring after the 1st few runs.
 
Not necessarily, for you are limited in how much you can actually develop. Plus it lets you have a more relaxing game or a more interesting one when you have to balance out with the Great powers. Imagine playing Netherlands, squished between France and Mega-Prussia, focusing on getting trade income so you can turn your small country into a powerhouse in order to defend yourself.
It adds a challenge, more of a risk to excessively blobbing, part of the fun is in the challenge, is it not?

Don't need to imagine, played such games many many times. At perma speed 4-5 waiting for colonists to finish. I get your point, I disagree, it is inherintly boring due to the lack of mechanics for me.
Want to focus on trade as a minor nation? You sure as hell better be able to colonize, otherwise good luck sending your 2-5 merchants to do something remotly usefull.
Want to focus on developing your land? Speed 5 and keep refreshing the development sliders.
Worried about a big country next to you? Ally it's rivals.
The mechanics to make tall fun are just not there. Until they are, and I damn sure hope they'll be. I will continue to criticize nerfs to wide that don't add anything but tediousness.
And it's not a challenge, the only thing it adds is more incentive to rush TCs and another thing to throw money at.

Of course if you enjoy the "challenge" of playing a minor at speed 4-5 for a "more interesting" game, we're probably doomed to disagree on anuthing further.
 
Don't need to imagine, played such games many many times. At perma speed 4-5 waiting for colonists to finish. I get your point, I disagree, it is inherintly boring due to the lack of mechanics for me.
Want to focus on trade as a minor nation? You sure as hell better be able to colonize, otherwise good luck sending your 2-5 merchants to do something remotly usefull.
Want to focus on developing your land? Speed 5 and keep refreshing the development sliders.
Worried about a big country next to you? Ally it's rivals.
The mechanics to make tall fun are just not there. Until they are, and I damn sure hope they'll be. I will continue to criticize nerfs to wide that don't add anything but tediousness.
And it's not a challenge, the only thing it adds is more incentive to rush TCs and another thing to throw money at.

Of course if you enjoy the "challenge" of playing a minor at speed 4-5 for a "more interesting" game, we're probably doomed to disagree on anuthing further.

What would be nerfs to wide in particular that you would agree with? Do you think nerfs to wide are a problem if tall isnt interesting enough?
 
What would be nerfs to wide in particular that you would agree with? Do you think nerfs to wide are a problem if tall isnt interesting enough?

Of course I do. Unless those changes add an interesting alternative play.

Out of the top of my head:

Wide:
- A revamp to revolts and wrong culture: Make wrong culture an interactive modifier, so that there is a interesting way to assimilate the cultures you expand to. Then make rebellions more harsh if you fail to do it properly by making the entire culture revolt and spawn a new nation you are at war with. Give us decision such s treatment of the wrong culture population, rights of the wrong culture populations etc (think stellaris policies) that affect how we deal with different cultures. And give modifiers to the cultures that fit what those cultures exceled at. Wrong culture territory should provide more maluses when conquered, but should it be well managed and integrated, those maluses should turn into bonuses.
- A straight nerf to the modifiers of TCs is granted at this point. They are overly powerfull and railroad the game.
- A rework to the missionary system: I'm fine with unstated provinces being harder to convert, not impossible. On top of it, make interactions with the clergy, and high loyalty, circumvent that negative modifier.
- A nerf to mercenary availability, while buffing manpower availability, could be tied to the wrong cultures thing by having a decision to forcefully recruit from wrong cultures, making them less loyal.

Tall:

- A rework of trade: The fact that trade flows one way, and the way merchants work is too simplistic to involve any kind of strategy in tall play. Merchants could be sent to nations instead of nodes, adding a layer of strategy and replayability by evolving changing you merchants as other nations become more powerfull. Affected by relations and trust.
- A rework of buildings: I would personally make trees out of the buildings, such as how it is done in total war. Add buildings that give modifiers to units recruited there higher up in the tree for example. (Obviously would be unbalanced right now since units are recruited too easily. It's just an example).
- The new government system coming out is a good change for example, one I agree adds an interesting layer to the game.
- A rework of vassals and client states: Things such as prussias militarisation that give an incentive to keep vassals around, such as iqta government as well. Lowring the LD over time is a good first step (as they are doing according to this dev diary). Could be tied to the wrong culture thing by allowing more interactions with your vassals, giving them specific rights that provide bonuses and maluses.
 
and hopefully this means we might get some more intricate mechanics to represent the problems with managing a huge empire in the future.

Put Corruption slider on max. So intricate, such immersion, just wow :rolleyes:

On a more serious note I think you mentioned a very important point here. I would not mind changes to make blobbing more challenging if those changes were interesting and gave me something to actually do. Corruption does not do this. Neither does arbitrarily restricting options (End Game Tags) nor adding more tediousness to missionaries without changing the outcome.

Make culture shifts harder to accomplish, give players choices by introducing religious policies, put more stuff connected with missionaries into the Religious idea group, put some TC related stuff in Trade idea group or whatever, make manufactories require a certain amount of development in a province before they can be build, give us more peace time mechanics, give bonuses to culturally and religiously homogeneous countries, introduce more incentives to actually use states (like better balancing of edicts), introduce infrastructure building like roads which increase army movement speed but cost money to maintain, ...

All those are suggestions which have been mentioned here and while I don't necessarily agree with all of them they would still be better than what Paradox has decided to do :(
 
What would be nerfs to wide in particular that you would agree with? Do you think nerfs to wide are a problem if tall isnt interesting enough?
Wide play does not need more nerfs. The AI needs to stop being brain-dead; when the AI stops being brain-dead WC will be much more difficult if not impossible. Ever seen a WC in a MP with competent players on all teams? Ofc the AI won´t improve to such standards because everything leads me to believe that it is just an afterthought for the ppl in charge. So they will continue to come up workarounds that hurt the game in one way or another to restrict the ability of players to do the only thing that is actually fun/rewarding in-game. Talk about shooting oneself in the foot.
 
Wide play does not need more nerfs. The AI needs to stop being brain-dead; when the AI stops being brain-dead WC will be much more difficult if not impossible. Ever seen a WC in a MP with competent players on all teams? Ofc the AI won´t improve to such standards because everything leads me to believe that it is just an afterthought for the ppl in charge. So they will continue to come up workarounds that hurt the game in one way or another and the ability of players to do the only thing that is actually fun/rewarding in-game. Talk about shooting oneself in the foot.

It makes a lot more sense if you look at balancing like it's made for the dev clashes and MP in general.