Ok, so first off we seem to have a very different Point of View on the current Mechanics and their Impact to the Game, and as you don't  own a T10 CV yourself while this Discussion so far is mainly about their endgame or what those ships are doing on a competitive level it feels rather pointless to me to start a discussion here since you can't know about those kinda Issues. And no it's not an Insult, it's a Fact.     That being said I will solely put my focus around the changes made within the transition from RTS to 3rd Person and the goals WG set themselves.    The original List of "Issues to be addressed" included the following:  So where are we now?   -High Difficulty (Skillgap): I'll give this an extra part at the end as it's too much for a 1liner -Low popularity:  Numbers from 9th of March 2019, in Comparison roughly the same Time from 2016 to 2018 - High Impact: Still the same, just the Style changed from high alpha to DoT. Strangely enough the removal of CV counterplay (Fighters) is seen as a blessing by many while from my PoV it's a curse since you can neither block the enemy CVs Vision nor stop his strikes efficiently, turning it from a zoning game to a damage race. As the CB Test Season and KotS have shown so far Carriers don't seem to fit into Comp Play as of now since they can pretty much do what they want. There are more then enough examples, one is from last Weekend where  -TWA- @Angelstone is being striked by Torpedo Bombers on his Republique despite being within the AA aura of 3 AA specced Cruisers with Sector Reinforcement and at least 1 with def AA running - AA System: Mostly see my comment above. If you are singled out it doesn't matter if you are a Shimakaze or a Minotaur, the CV will either kill you or hurt you badly while sending out his next squad already - Disconnect from Gameplay:  At the moment it feels like playing coop all the time, there's no real interaction with my team, not even in CB. I just pick the most juicy Target and go for it, no difference between comp or random - AA Builds / Skills worthless:  This was originally in regards to the fact that most of the time you won't even see a CV. Nowadays they certainly don't boost your AA the same way they did in the old system. While i see sector reinforcement as a good investment on most Cruisers it's not really worth the points on other classes. the most valuable upgrade is the slot 3 upgrade which grants you 2 additional flak puffs     Regarding Skillgap -> I'll keep this rather short. Lets just take a quick look at the Numbers, before and after 0.8.0, only the top / low 12 player results on midway. This is within the old RTS system   And this within the new 3rd person view   While you might be arguing that the Winrate for those red players went up, it's certainly not due to their own impact on the game or the missing CV counterplay as k/d, average dmg or pr tell us here. But this isn't even the point as i want you to put your focus on the PR rating -> the Value is actually higher for those top players, despite having less damage, a worse k/d and sometimes even less winrate then within the old system, while the PR being lower for bottom players. The average values went down quite a bit in comparison to the old cvs, which also leads to a quite simple assumption -> the rts cvs where actually better balanced ;) And the skillgap got even bigger as i already mentioned before.    So yeah, welcome to the balance approach! If you bring in buffs from here on out the top players will skyrocket, if you nerf the class even further it will die out again as many will quit while the unicums once again deal with the new situation and adapt, just like it happened with the CV meta switch in 2015/16, the various nerfs and AA buffs or the introduction of ships like wooster, grozovoi and mino. 
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