I already payed that antag back in a game where we were both on the same team, we're even now.
So I'm guessing you let a teammate die when you were co-opping, thus lowering your own team's score and reward, because you were still salty? Yeah.... you really showed him...
Hans has gotten cards to balance his terrible nerf, at least. I'm loving his "Finishers restore jetpack" card, pairs great with Cold Blood.
You also need to keep in mind that nerfing a character affects them as a raider. So.... congrats on feeling validated, I guess? Even though we ALL complain about stupid PvE difficulty issues, and one more character was made weaker?
I had a lot of things going through my head about how to respond to this. But I had to think a while before doing so. I had to think of who I was upset with and the reasons I was upset and to be careful not to transfer that to a person who doesn't deserve it. You are obviously not the reason things are bad. I detract my statement about Social Darwinist, it was uncalled for and misdirected, you didn't deserve that, I'm sorry.
So, I'll say this. I originally was going to delete the post when I first made it, because I thought it was too "extreme", but I felt that I should leave it since it captures honestly a reoccurring situation happening with PvEers. I don't apologize for being tilted, anger is a legitimate emotional response to a perceived injustice or wrongful situations.
Now, 3 days later, instead of arguing at forum posters I usually have a laugh with I'll try and turn this post to what could be done to improve the situation.
I think BeerTheBrad brought up a really good solution of allowing raiders to opt to have priority when the system matches for antagonists. This way this wouldn't reduce the games an antag can get into, but it would "funnel" them towards players who LIKE PvP and/or players who are interested in the extra rewards for playing against antag. This wouldn't completely remove the chances for PvEers, players who didn't choose to be prioritized, to get an antag, it would just choose available players who opted in over them. They would only get an antagonists if the system ran out of players who opted in.
The second issue is level disparity power. You may not think this is a big deal, but this will affect new players in a very negative way (unless BeerTheBrad's suggestion was a reality). I would say they should keep level statistics, that increase per level, but that only effect damage, armor and resistance verses AI enemies. But there should be no statistics in relation to other players, this is rule number one in PvP. This is the fairest way to insure that only skill and strategy is put into the equation. This way the stats are still relevant when facing AI, but won't ruin PvP.
The only thing I feel would be a problem with this is that the antagonists gets no benefit form this. So, a new form of stats could happen, like empowering the AI around you to be stronger. A made up example would be a stat like "Rally" which would raise the damage of surrounding mooks within 30 as you leveled up, or "Boss" which would raise the health of elites on the map. I don't know. But this way the Antagonists would be a fair fight always while still getting use of their stats against Raiders. These rules would also apply for weapons. "Hero Killer" should only be for elites, not players. Other stats shouldn't translate so harshly to PvP on the weapon wither.
But we can't keep it the way it is now. And I don't expect the developers to make changes over night. I'll just hold by breath, with hope, while playing the game until next update. But I see a lot of PvEers AFK through the game as Antagonists, people I play with have told me this is what they do so they can get antag affinity. I haven't played Antag in the new patch yet, I'm waiting for more levels and gold, but when I do, I fear this is the route I will take. But instead of criticizing the players who do this we should instead ask why they're doing it.