<snip>Builds are seeing a massive revamp in a18, with weapons being linked to certain attributes, new trees, and the new books. I don't think it's fair to make any calls about the a18 builds at this point as what we've seen is evidence that there will be a lot more variety. I think when you say "opd" (overpowered....'d?) you mean become "imba"(imbalanced)? I don't see why that would be beneficial. Usually you want balance across playstyles.
Wait, I thought we agreed that stealth builds already have power during BM due to the increased amount of resources they have from conservation (and in my opinion even more due to looting speed). Why are we talking about stealth builds getting even more power? I personally don't think stealth builds need power for BM night. If you just want a playstyle difference on BM night I mean, I guess they could? but it doesn't really make sense to me. The whole point of "Seven days to die" is about the seventh day event. Your playstyle influences how you prepare for it, but the horde should be the horde imo. Maybe you gathered raw materials to thwart it with strong defences. Maybe you were working on refining to thwart it with traps. Maybe you're a melee brawler, or a ranged sniper.
A stealth build thwarts the horde through sheer volume of supplies. And I think that's a fine enough application of the playstyle - I don't personally think it's right to change the base nature of the challenge being overcome, with the playstyle. The challenge should be the same. If only some of the zombies are actually coming after you, the challenge has changed: drastically reducing the difficulty by literally doing nothing and staying quiet. The horde shouldn't be avoided, but overcome or withstood imho. Maybe don't think of it as the "stealth" build, but the "PoI looting" build =p
First, welcome to the forums Vapid
I only play SP in 7dtd. In the past there have been a few things that were, umm, 'discussed'(?) where mechanics impacted SP/MP/PvP games quite differently (apparently). So when I wrote,
"Another large factor is that the same exact 'builds' are used across SP, MP and PvP. So what might be a nice team bonus for MP games might be OPd in PvP."
What I meant was the devs also have to consider how Balance tweak A will impact all three game types.
So something that might be cool & fun for SP might be really 'overpowered' (OPd) in MP or PvP.
As MM has written "Balance" is/can-be subjective. To me, in general, 'good' balance would mean that every Build Template would be roughly equally viable. So a 'Builder' isn't just one-shotted by the weakest zed, but also a 'Tank' isn't unable to build a base. The Overpowered bit comes in like MM just mentioned regarding the Fireaxe. If that's, by far, the best Melee weapon then it invalidates the other `melee` builds/weapons.
So, yes, fully agree with you when you said, "Usually you want balance across playstyles."
On the last bit, where I threw out a couple ideas on how, possibly, to 'buff up' Stealth build/s for horde nights, it was with the assumption that the devs _may_ decide that there's a need to. Not that I personally think there is (again SP only here).
No idea how long you've been playing 7dtd, and I'm only bringing it up in case you haven't played a16. Horde nights changed radically between a16 & a17. In a16 you could readily build bases where you could melee a lot if not the majority of a horde, and those were pretty easy designs. In a17 it's quite a bit trickier to build anything resembling a 'pure melee base'. While it's certainly possible to do so for the first couple/few horde nights, I haven't seen a single base design that relied on melee damage output for later gamestages. The 'closest' I know of is the 'fight em on the ground' with lots of potion assistance.
Point of all that is that in a17 I could see how some could rationally argue that a Stealth build is gimped on horde nights. One of the larger parts of that being, imo, that a Stealth builds Hidden Strike .5-2x(?) damage multiplier can _never_ land during BMs. And the same could be argued about a later stage Melee build where their melee Skullcrusher isn't likely to see any action. So the convoluted last idea I threw out. If Build A can't put out the Damage per Time, and the design intent isn't that A compensate via other means (traps?)(which may well be the case), then a mechanic that slows down some of the zeds in a wave may work to balance across builds.
To be fair though, the majority of the base/BM testing I did was in a17exp~a17.1. Even a17.4 is quite a bit different from those earlier builds. Now I use a few base designs where I have very little to do on horde nights. Mainly because I find bows boring, and I'm not willing to use up all the firearm rounds. So just e-fencing, dart & blade traps and a short path. Though I am hoping that a18 will bring back some of the, 'in your face!' melee base defense from a16, heh