I watched all these matches live, the Nerdist tournament?, and it was an awful tactical play by almost every monster. It wasn’t until the Evolve Devs played that we saw a Kraken actually focus on the medic after the first team member incap. You have a guy that brings people back from the dead with full health and those playing monster just let Laz run around free and easy.
We then saw games where Lazarus got downed and focused and the monster was on top easily.
Take this footage specifically. Fully tiered up but misses most of their lightning attacks. We saw in later (dev) matches that a full aftershock setup gave massive gains in this particular set-up because you ended up being brought down to close quarters a lot. In fact in this particular fight he chose to go close quarters despite this more ranged setup, we saw in the dev matches that there was a more “wait and pounce” strategy employed by the monster which allowed them to avoid the flame thrower damage and choose moments to make a focused assault to incap key players.
tl:dr; The strategy by the monster Nerdist crew was below average, they had played Goliath before and it showed in how they played Kraken, by contrast they all understood how to be a hunter team better. It’s no good citing this tournament as proof of anything re: game balance.
Edit: Also, I don’t want to turn this into a more general game balance discussion given the topic title, but from a gameplay point of view you can’t have the skill gap between the two teams too different where you are creating a game where it is the strategy and skill of each team that decides outcomes in battle.
In a game called Natural Selection there was the situation where teams needed to work their way up to superiority. Marines would get more resources and gain weapons and armour quicker than the aliens could evolve abilities, or vice versa the aliens would evolve new species and abilities faster than marines could equip themselves to deal with it. This was Unknown World’s way of dealing with bringing the end-game forward, actively unbalancing the teams as one was more successful. Based on RTS games this made sense.
Here the game isn’t based around resource hunting or similar, it’s based around picking the right time to fight, and fighting the right way. You don’t need to have the monster level up so the hunters have little chance to win because the game isn’t set up to keep going on forever. The monster can’t regen health, so he either has to fight smart or die. At stage 3 he should of course have a little more leniency, the odds slightly in his favour…but only slightly, otherwise where is the fun?
The Devs have said the game averages in at around 12 minutes long, and that’s without the monster or the hunters at any point being significantly overpowered than each other. There is a preconception that I think comes a bit from the PR that the stage 3 monster should be something hunters are scared of…but that doesn’t make a fun game.
Say the stage 3 monster was almost guaranteed a win unless they screwed up, you know what would happen? Players on public servers would say “gg, stage 3, bye bye” and leave knowing that at best the game would be a quick and boring/frustrating death that they have no chance to fight away from. I don’t really want a game, nor do I think anyone else does really, where for a percentage of the game time one team or the other isn’t having fun and is just a perfunctory prop for the end game sequence.