I see no issue with game balancing. If the current winning strategy gets changed that can be annoying, yes; but you can get through Tactician with basically any build right now so I don't see why the outliers being nerfed is an issue.
Going with that logic I can say- why to even nerf anything if already every build can go through tactician?
Because when all abilities are roughly around the same power level
every ability is satisfying, rather than just a handful abilities or tactics which are disproportionally powerful. I could flip it around again and say "If every build can go through Tactician why care that it got nerfed?" but I think we both agree that this sort of argumentation is sort of purposeless and circular. I get why you don't want things to be nerfed, it's not fun when a tactic you've enjoyed becomes less effective because of mechanical interference; but I would advocate for appreciating it because overreliance on the tactic is barring you from enjoying all the other tactics. For example my playmate just picked up a bunch of lategame Hydro and Aero spells for the first time in 2 playthroughs, they are super rewarding to use and he giggles in delight half the time. He was very upset when Reactive Armour was nerfed into the ground.
That said I do think the RA nerf was way overhanded, it seems to be focuseda round reducing the damage potential with teamdamaging coupled with Guardian Angel and Shackles Of Pain which did indeed do levels of damage that were insane. But I think the AP and CD nerf was sufficient for it, the rest feels superfluous.
IDUNO I GET YOU? I don't at all agree though. Singleplayer balancing means that no one strategy homogenises the game and cheapens it. You can choose not to use them, yeah, but wouldn't you rather that you never even had to make that choice because EVERY approach was rewarding?
For me, it's because it feels like artificially restrictive handholding. There's been plenty of examples of things in games where I could abuse them to take advantage but I simply choose not to because it would spoil the experience: that's not "gimping myself", it's simply taking responsibility. But once in a while I would like to use something to its full potential and when that potential has been removed it feels like someone has stuck an invisible barrier in the way. For me it's about freedom of choice, not a rigid set of rules that I must adhere to (or to try to game the system, which is even worse).
This I agree with, as I mentioned I think the RA being a set-up of roughly 350% of its single target damage in one turn was reasonably nerfed, it was over-nerfed. I don't think that set-up should be removed simply because it is strong, that would be somewhat misguided in my opinion.
But the freedom of -let's call it expression- in this sort of game is what makes it fun. The knowledge that you CAN do anything is what inspires you to try inventive ways to get around issues, whether it be elemental exploitation, teleporting, making barricades, etc. But that's exactly why I think that nerfing the patently strong options is a good thing. Now bear with me: to me everything is a set of values, of optimal usefulness per expended resource, which for example would be 'Damage Per Action Point'. What we all want is that the amount of DPAP is at a rewarding level, we want to feel satisfied by the choice we made in terms of the outcome: the DPAP. Ideally we want every strategy, whether it is swords, bows, staves, or telekinetically tossing heavy crates; to be DPAP equivalent.
Now let's take something like the Bone Widow. The Bone Widow had roughly twice the health of the Incarnate, twice the damage, and slightly less utility value (one TP skill, one self-buff\heal, and no magical armour). Now add on elemental affinity you can summon one for 2 ap, and if you're feeling fancy you can buff its magical armour for another single ap.
The incarnate, as mentioned, suffers some stat disadvantages but has the upside of being infused and having more utility skills depending on its infusion. You can not couple elemental affinity, so it is 2 ap. Infusing it with basic abilities is another single ap. At this point these things are AP equivalent, but the incarnate is suffering with considerably less attributes, for a mild increase in CC\damage abilities. Presuming it'd be Power Infusion as a general choice. The incarnate CAN be more powerful, but that requires additional AP and if you want to go optimal you have to invest source.
Unless the situation dictated otherwise, such as a complete lack off blood surfaces and a lot of electrical surfaces; the bone widow would probably be the way to go. It's tanky, hits hard, and can chase enemies around. You COULD use the incarnate, but why would you want to? What role does the incarnate fulfil that the bone widow does not?
Now if we nerf the bone widow to being about equal damage and health pre-buff to the incarnate, it is comparatively a much more situational choice. Do you need a physical tank\dps now, or would you prefer a magical dps and cc bot? Now obviously, in terms of flat numbers, the bone widow is worse. It is objectively not as good as it was. But compared to ALL the other DPAP values it is more in line, still situationally powerful and rewarding, but not to such an extent that other summons like the incarnate, the oil blob, necro blob, fire slug, artillery plant, etc are not worth considering.
So to ME all I'm seeing is that what was the optimal strategy is removed and replaced with multiple equally viable strategies, which INCREASE freedom of choice. Now with Reactive Armour I agree with you: it should be able to do the ridiculous damage the set-up suggests it should. But I believe these strategies should also be DPAP equivalent. Spending 3 turns hitting someone in the face to kill them, or spending 3 turns setting up a combo that in the final turn 100-0s them immediately.
So long self-important rant aside? I agree with you when I do? Sneaking is one I would agree with you on principle: sneaking being 4ap has reduced an exploitable cheese mechanic into a completely useless one that might as well be removed from the game (in combat, that is). But I suppose the distinction I'm trying to make is that I think something like sneaking is DPAP weak, but instead of wanting it restored to its DPAP overpowered state: I would rather have it
rebalanced to be DPAP equivalent. I think freedom of choice is only removed when the DPAP is above or below the average and thus incentivises or deincentivises you to play in certain ways and if the difference is great enough that feels intrusive. To me this goes both ways. In the end I'd rather have a game that makes me never feel the need to restrain myself from a strategy because it is too powerful, or avoid one I would otherwise enjoy because it is simply worth my time when there are strategies that require less effort but give a sufficient amount of satisfaction.
In the end I do principally agree with you but I have yet to see a single change in this game that felt so intrusive it made me not enjoy a playstyle. RA is still strong, like, very strong; alas in different scenarios. Bone Widow is probably still the best early game summon you can get, and only falls off when you get the
[party music]HUNGRY PLANT GUYS IT'S THE HUNGRY PLANT HERE IT GOES AGAIN HOLY SHIT THERE IT GOES IT TOOK 2K MAGIC ARMOUR AND 1K HEALTH DAMAGE IN ONE ATTACK AND OH BOY THERE IT GOES AGAIN IT USED IT AGAIN WHAT A SUMMON WOEEEE GIVE IT UP FOR THE HUNGRY PLANT THE BEST SUMMON IN THE GAME IT IS ITS OWN DAMN CHARACTER VOTED BEST SPELL 2017 THROUGHOUT 2024 IT GOT AN OSCAR AND AN EMMY WHY CAN THIS FUCK USE 6 SOURCE POINTS WORTH OF SKILLS IN ITS LIFETIME WHAT IS WRONG WITH THIS OH NO THERE IT GOES AGAIN SOMEONE NERF THIS MONSTER BECAUSE HE'S HUNGRY HUNGRY FOR THAT FINAL BOSS[/party music]
So that amusement aside... I don't think there's anything to complain or worry about? Once telekinesis warfare gets nerfed though I'll probably grab the pitchfork. But ultimately I'm glad the overpowered combinations get nerfed because in the end I want to play a game where I can pick any wing of an archetype and feel rewarded using it, rather than think "Oh, I don't really want to play with magical DPS when physical DPS is just plain better..." (And if some bumblebutt comes in here saying int characters don't output damage I'll get physically violent.)
It all seems good to be, which is why I find this whole topic silly. I've yet to seen a single balance change that makes the game less enjoyable, though I have to say I am eagerly awaiting the balance changes in the third wave, because rangers could use a slight buff. Mages could use a slight scale down, and the warriors getting some more early\mid game love would be fine. Besides, if you want to unleash all the power in the world you can always go see the
https://www.youtube.com/watch?v=gDn4NRVkG4Y IT'S THAT HUNGRY PLANT AND IT'S
HUNGRY LOOK AT IT GO IT IS ACTUALLY KILLING THE ADVOCATE IN TWO BLOWS IT IS NOT MESSING AROUND IT'S THE HUNGRY PLANT EVERYONE HE DOESN'T EVEN SPEND SOURCE POINTS ON MAKING CURSED SURFACES HE DOESN'T CARE HE'S THE HUNGRY PLANT HE CAN'T BE STOPPED LOOK AT HIM HE'S ACTUALLY ACCEPTED THE DIVINITY QUEST FROM AMADIA BECAUSE SHE RECOGNISED
THE HUNGRY PLANT AS THE TRUE DIVINITY AND MASTER OF MAGIC THE HUNGRY PLANT IS DOING IT OH NO HE ATE AMADIA HE WAS HUNGRY THE HUNGRY PLANT EVERYONE
I feel this more or less sums up why I'm not on board?
(I wrote all this stuff because I have an exam and I am procrastinating, I'm sorry.

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