Wob says
Wob's vision. (Not 100% thought out or balanced but more particular in vision)
Less PvE.
More skill
Less frustration.
Change SG ball.
Let skulks scale better late game.
Let marines have more pres sink.
Let marines tech more stuff, cheaper/quicker (keep weps and armor expensive)
Aliens
Crags used as forward healing positions to assault a PG / Help gain a tech point.
Crags not spammed.
Shifts used for helping defend extreme pressure on important locations (4man hive push, high arc intensity fight)
Shades used for concealing advanced positions, ARC counter.
Whips used minimally to help prevent extreme pressure on important locations (4man shell rush). Whips not spammed.
Drifters. Better AI control. Can influence important fights, not every fight. Expensive abilities.
Commander pres return. No pres penalty for entering chair. More commander on field for PvP. 2 Marines can cope with more skulks so having more skulks on field is ok.
Skulks scale better with biomass to help vs shotguns.
Skulks buttjumping (or some skilled movement, less spacebar EZ mode spam)
Lerk umbra crop duster. (Lerk more intense and risky)
Lerk spores less visually obscure for marines. (Lerk less frustrating)
Fade 2-3-3-4 swipes (A0, A1, A2, A3) (Fade better killing power vs strong weapons, SG,EXO)
Fade 3-4-4-5 swipes (A0, A1, A2, A3; +1 medpack)
Fade has skillful, useful 2nd ability. (Metabolise 2 EZ, something 4 aim or difficult to use, nerf swipe dmg if theres a good idea)
NO XENOCIDE. (Maybe 3rd hive sprint ability like BTmod had early days but extremely energy draining)
NO BILE RUSH SUICIDE SPAM. (SUICIDE IS BORING AND FRUSTRATING)
Marines
Pulse nades skill and useful.
Gas nades, clusters boring and lame AoE Random no skill 100pres cost.
Slower early game pressure to give alien some establishment.
SG pres sink (welders 5pres)
SG available later in game. (Around 2-1, 2-2)
Exos available earlier. (Around 2-1 upgrades)
Exos less expensive. (Around 20pres)
Exos not affected by beacon OR, exos can use pgs.
Exos quicker movement.
Exos more vulnerable.
Exos slightly less PEW PEW.
Exos have welder in 2nd hand.
No dual exo.
Jetpacks available earlier (Around 1-1, 2-1 upgrades)
Jetpacks less expensive. (Around 8-10 pres)
Jetpacks slightly slower (Particularly vertical speed)
Marines 15-18% accuracy struggles
Marines 18-22% accuracy keeping even
Marines 22-27% winning
Marines 27%+ owned.
2-1 exos / shotguns can cope with fades.
2-1 ARs can't cope with fades
2-2 exos / shotguns and fades (2hives) are even.
2-2 ARs can cope
3-3 exos/shotguns beat fades
3-3 ARs and fades are pretty even
3-3 exos/shotguns can be coped with by (3hives) fades
3-3 ARs get mopped up by (3hive) fades.
ARCs must be deployed by marines and undeployed by marines.
ARC number capped to 3. (Stop ARC spam nuke)
Turrets less effective. (Less PvE)
I think these are pretty good ideas and most people would agree with most of them.
But here's the stickler: How?
Just to pick out one example; How, specifically, do you balance crags so they're useful, but not spammed? Do you just crank up the tres cost to 20? Then you'll never see one because it's so easily killed for such a huge res investment. You'll also never see one when the aliens are losing. Should crags be worth half of a hive?
How do you quantify things like "more skill" and "less frustration"? These are extremely subjective measures. One person may think a field commander is "more skill" and another may think a hive commander is "more skill."
How, exactly, would you "slow early game res pressure"? This is a rhetorical question because I know you want to increase marine build time on RTs. King_yo explicitly stated he doesn't want that. Extrapolate that out to the rest of the community and now who do we decide between? Do we democratize it (public poll on every change)? Do we operate as a representative republic (grissi, rantology, dragon, plus input from captains and lobbying by the community)? How exactly do we rationalize all of these viewpoints which are certainly going to clash with every decision?
The balance team's hands are truly tied by this problem. It doesn't matter if they write a 15 page document detailing their view and the entire community signs off on it. The first change they make will have half of the community come out and say "we didn't want this, this wasn't what we thought it was going to be like."
Right now, the balance team basically changes things they think would be good and the changes are effectively vetoed if enough people post and complain about it. It's hard to imagine a fairer system without empowering some people with absolute authority over the rest of us. I do not think we want that. Unfortunately, our current system will only lead to minor fixes to non-controversial topics. Controversial topics (like alien commander, or "more-skill" debates) will inevitably lead to having to choose between two swaths of the community OR defaulting to the status quo. The status quo is the safe bet and that's why big changes can't happen.