In light of some of the requests I've heard for balance patches and adjustments, I thought it would be worthwhile to pass along some of my personal input. While I believe that some unit balance issues have begun to manifest themselves in WarGroove, I'm hesitant to jump to the conclusion that certain units need to be re-balanced, and more hesitant still to endorse any specific means of achieving this re-balance (yet). The game is still young and we are just beginning to get a handle on the most effective strategies and best ways to design maps that work well for the game. These are important components in defining what true WarGroove competitive play looks like but, while we exist in this early state of rapid flux, it can be hard to distinguish between intuitively effective strategies with undiscovered counters and truly broken strategies that call for balance adjustments. Additionally, while many issues could theoretically be addressed with balance patches, there is no reason that general map design styles and principles can't or won't be adopted as a means of making certain units or strategies less viable. As a veteran map designer of the Advance Wars by Web community, it is my opinion that it's the job of map designers to understand how the different game mechanics function and use that understanding to paint a landscape in which they work together harmoniously, without favoring any one specific unit or strategy. I've watched this learning process take place for more than a decade with Advance Wars and it's funny looking back on some of the strategies that were once widely used or the maps that were considered good at the time. I have little doubt that a list of theoretical Advance Wars balance patches based on the prevailing opinions of the time would be met with great resistance by the modern community; it's doubtful that we are much more enlightened on this topic so soon after the release of WarGroove. So, while I agree that, yes, units like mages and spears seem to be too strong at this point, I also think there is a lot of exploring to do in gameplay and map design before we can begin to quantify how much is truly a balance issue and how much will be comfortably resolved as a natural result of the meta developing. As an example, my first custom map, Valder's Bane (HTRABT8H) was built around the idea of limiting the effectiveness of spears and the wagons they rely on, as well as trebuchets, while strengthening air presence. It's not perfect by any means, but a small step on the road to learning what can be accomplished with map design and what is a fundamental balance flaw. In summary, I do feel it's important to monitor and discuss perceived balance issues and their potential solutions, but it's an intrinsically complex situation, no small part because of the lack of established gameplay meta and corresponding good map design principles. I'm worried that any premature balance adjustments would risk being ineffective, resulting in a series of successive re-adjustments that prevent the meta from stabilizing and further muddying the waters. In my opinion, the game needs more time to stabilize in it's current form before we're ready to definitively and confidently support any specific unit re-balancing proposals.