frogbones -> ED: A Non-Competitive Game (5/8/2011 19:36:13)
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Because of the large role that luck plays in ED, I now consider it a non-competitive game---in the sense that strategy is often not as importnant as luck. For this reason, ED has been slowly losing its fun for me, and I now consider it on par with the other AE games: a fun way to waste some time, but competitively it doesn't hold a candle to any other online game, be it computer, XBL, PSN, or others. Sadly, there was once a time when I felt it did belong in the same category. Knoweldge of the game (knowing each classes skills), timing (knowing when to use a skill and when not to), and precision in stat dispersion were imperative if you wanted to have a good win ratio. Here is a point I made over a year ago regarding the matter: On most attacks (skill or strike), there is a Damage Range. On all defense, there is a Damage Range. Taken in conjunction, the damage output of two players with identical Strength (for example) could vary by as much as 10-15 points PER TURN. Given this undeniable fact, why do we need blocks, crits, and deflects? Isn't Damage Range enough of a "luck" factor on its own?
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