Remorse
Member
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I am not the best at explaining concepts fortunately I found a video explaning a big issue in ED. And that's a lack of counter-play considered when new cores/skills/robots are made or changed. The Video explaining what it is: https://www.youtube.com/watch?v=BRBcjsOt0_g How is the apparent in ED? Many new robots and skill cores I have found to limit and reduce counter play so much so that builds become so dominant and hard to counter. For example, the creation Azreal Borg, (or the sheild reducing cores), What does it do? It reduces the shield of the opponent, but up until then shields were an effective strategy for countering things like debuffs etc. Shields themselves even before the cores were easy to counter with energy drains or debuff timing (not using the debuffs straight away in assumption they would shield) So what did this core do to variety? It massively reduced the effectiveness of shield builds allowing power debuffs builds to dominate with very low counter-play to that particular effect. Was it a bad decision to make? Overall I believe it was at it reduced counter-play overall and reduced variety in strategies. What can be done about this one example? They need to introduce a counter for robot/core special effects, similar to how heal completely counters poison. For example a cleanse style skill that can cleanse certain negative effects. I would like to use this thread to discuss perhaps way in which ED has mistakenly harmed counter-play with the introduction of certain cores/skills and perhaps give examples of ways they could introduce skills/cores that would improve counter-play. Like the video suggests I think it would be very beneficial if before they created new skills/cores that they thought about the counter-play effects it has, testing can be different to this because testing may merely look at the power of the skill/core rather then it's effect overall. The overall concept is, ED needs to focus on increasing valid choices for all strategies and classes, and I think a big reduction in popularity is due to reductions in the number of valid choices despite it seemingly have more with usable choices, these choices can actually reduce the overall VALID choices. This is apparent in the very restricted and small build variates in the meta now compared to say beta or gamma, despite having more things since then. How do you guys feel about the the video, counter-play and the number of valid choices over time. Please share your opinion and discuss.
< Message edited by Remorse -- 7/13/2014 7:31:07 >
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