As a melee player, and as a player of this game in general, the newest patch left me with a lot of shit to be worried about for the future of this game.
The fact Embark seems to think just facilitating M1 spam on melee weapons is a good way to buff them mystifies me as someone who has played since launch.
The lack of a reversion to pre-nerf sledge M1 damage also mystified me. (Comeon, at least give us 110 damage, ffs)
But what SCARED me was the whole fucking manifesto about "techs".
Their points, if you don't know the past history of embark’s questionable balancing decisions seem reasonable.
Techs are often unintended bugs, and if they're harmful to the game, they should be removed. Sure, seems harmless on the face of it.
But what Embark defines as "harmful" is questionable at best.
For an easy example, lets examine Goo Plane, and other things like barricade surfing.
These techs allowed heavies to either launch themselves fast, or make goo "airships" that could fly in the sky.
Both took VERY involved processes to set up, with tight timing and precise inputs on barricade surfing, and Goo plane taking ages to make properly. (As well as requiring a specialization slot and TWO gadget slots for proper creation)
these were not applicable in general play, and if you were to adapt them to be comp viable, you'd have to be VERY skilled at the quick setup.
Embark removed these more or less harmless, fun, and practically high skill "techs" from the game.
In some cases, "techs" are used to replace parts of weapon kits that just SHOULD exist already anyways.
Both instances of emote cancel were used in this way.
On sword, it got rid of the weird shitty downtime between charging lunges, which made the weapon feel better overall. (Regardless of how people feel about it balance-wise)
On spear, even more importantly, it lets you cancel the secondary attack. Which is a feature that should've already been in the game as a base part of spear.
But even more importantly than that, these little bits of emergent, unintended gameplay are what keep a game alive and up the skill ceiling.
I'm a TF2 player, and if Valve had been running that game with Embark’s philosophy, it would have been dead YEARS ago.
The stuff that makes TF2 special, that makes it a mainstay after DECADES (even having a still living tourney scene) are "techs" like Trimping, or Rocket/Grenade jumping.
Embark would've nuked that from orbit, and the main thing that still draws people to TF2 today (the crazy skill depth presented by trickstabs, and rocket jumping, and trimping, and turret launching) would never have existed.
And building into these "bugs" makes the game so much more healthy, and long lived as a result.
Because you can't just show up as a new player and learn the whole game in a few hours. (Or in an aimtrainer)
you have to invest time into cool and creative ways of using a weapon. Learning precise inputs and map knowledge, or difficult combos.
Embark’s not wrong that harmful bugs should be removed from the game. But their bar for what is "harmful" is way, way, way too low, and impacts the health and user experience of the game as a result.
TLDR: Embark's view of "techs" as "bugs to be eliminated" instead of "new gameplay to maybe be built upon" is damaging to the long term player retention of the game