When talking about faults i meant it like that. They’re upset that a character is poorly designed and implemented. People aren’t upset at fictional characters and no one is assigning fault to them, whatever that means. Secondly, I don’t even know what you mean by “fault” in this context. If the developer of the said lava lake game filled up the empty places with them because hes tired of people always going the easy way to reach the treasures you gotta go and find the actual routes to them and not go to the forums complaining that its not fair.įirst of all, I should clarify for you that the last part of my original post was in reference to Brig, not Symmetra. It looks childish and stupid to complain about something what was inheritly part of the original game trying your best to make it ad generic as possible. I wanted to point out that the variety of low skill high skill heroes havent changed much, the ratio is pretty much the same. It’s at this point that you go to the forums and ask the very reasonable question “Why did you put lava everywhere?” It’s not that you’re running into lava lakes because you’re clueless or have no common sense, but rather because they have become unavoidable. It’s more like the developers of an exploration game changing the surface from 1% lava lakes to 95% lava lakes. The example you’re giving is highly flawed. You either go with the easy way and add more armor / just generally increase the tickness by tilting it OR you go the hard way and increase the overall speed of the vehicle and teach evansive manouvers to the crew. Imagine that you need to counter the effectiveness of a 0.1 meter ap round. If you want to implement a successful counter to her you cant design something what requies equal skills because that makes the counter ineffective from the start. Take tracer for example, she has good mobility and self sustain skill and a skill curve what makes you more deadly the better you get with her. In any sceniario the best and most optimal way to design a counter is to create something what needs less skill to counter it. This is a problem of hero design, not a misunderstanding of how the game is played.Īnd yet we constantly need to remind people that X is your specific counter its no suprise that you are weak against them. The issue is the effort it takes to play and master a specific hero vs the effort it takes to counter that hero. I see this “but counters!” post in every single thread regarding balance on this forum, so I’ll let you in on something: everyone knows what a counter is, how counters work, and that you shouldn’t run a hero into their counter - this is not the issue. You’re completely and totally missing the point.
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