>>714971806Because usually the first solution that comes to mind isn't the best one. Looking at top players for balance in game that is also played casually can work, but top players and casuals are playing different game in the end
Let's say there is a hypothetical hero fps game named "Battlefuckers". In Battlefuckers, there are several classes with unlockable weapons.
Now there is a special unlockable grenade launcher for class named Shitface with a special attack that has a huge blast radius, but you have to charge it for like 5 seconds and you can barely move with it on top of it taking all of your ammo. In casual environment it's a silly mini nuke people meme with and is seen as funny sidegrade.
However in competitive setting, that weapon is useless because the top players in their 5v5 premade vc teams with meta loadouts can instantly kill a player who is standing still for 5 seconds.
Solution?
"Buff" that weapon. Reduce the charge time to 1.5 seconds, reduce blast radius to 25% of the original blast radius and change the ammo it takes to 25% of your max ammo. Buff the base damage of the weapon by 10%.
Now the comp players *might* use it, but casuals are the ones that suffer the most. The weapon isn't fun to use anymore and the new "buff" fucks it up.
Example 2:
Class named Underpants has a pistol named Ripuli. Ripuli pistol in competitive has been considered absolutely broken due to it healinh your teammates around you a whenever you hit enemies. On it's own it's not op but combined with support class Gaylord with AOE team speedboost, it makes rushdown playstyle too powerful.
In casual it's considered a fun sidegrade as it does less damage but you can be helpful for your team.
Solution?
Nerf. Remove healing, and slap small damage buff with a damage vulnerability so it has more "risk vs reward element". Underpants shouldn't be able to heal others as it's not a support class.
Casuals are of course just confused. But now the pistol is meta in comp and "balanced"