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haze basically has a 100% pickrate, the vast majority of haze players are noobs who farm 24/7, jump into a team fight to ult, and die to return fire/metal skin within 0.5 seconds, without even knowing you can destroy ANYONE from mid range my holding mouse 1 the entire game and barely even using your abilities.
on top of that it seems the lead dev is one of those people that balance around top players, which means pubstompers are never gonna get nerfed even if they need to be, and overall trash characters that rely on coordination to do anything like paradox will get nerfed every patch
Shiv can roll around instantly 1 shotting people when they're at full health. But SOMEHOW Haze is the problem lol. Nobody at valve should take anything you monkeys say seriously.
a decent haze that doesn't just spam ult 24/7 isn't hard countered by return fire and metal skin, she's still gonna ♥♥♥♥ you up with her gun after a couple seconds
It actually makes perfect sense. A game should be 'balanced' around the highest tiers of play, but it should be 'designed' for all players.
As you play, you'll get better, and you'll appreciate the things you've learned and see the rationale behind the stuff you thought was bad from a new angle.
i swear to god some people forget games are supposed to be fun.
I like to play chess sometimes. I will never learn all thhe openings and moves etc. For me it would be good if thhe number of openings was reduced to 10 or less. For the game it would be very bad.
i also don't know how you brought semplification of game mechanics into this discussion about balancing, on top of talking about a board game that has been solved for decades and comparing it to an fps moba in complexity?
PS: Chess solved? Lol no, the game is considered solved up to 7 pieces, any more and even computers dont know.
pretty sure they built a computer that could compete with the world champion and beat him on at least one occasion without any machine learning at all, just brute forcing future moves after each turn.
Anyway, in the realm of marketability they need to pretend to be serving the "pros" but really use that clout to pull in microtransactions/sales from average people.
"Balancing after winrates is a bad idea, both in execution and concept."
I was really hoping Valve would stop that behavior from Dota 2. Some buffs and nerfs make zero sense.
In my opinion, a game doesn't need to be high skill cap to be fun, but in a game with other players played to win against one another, the game must have a level of depth and competitive edge to be satisfying beyond a couple of hours of play.
Balancing a game around the highest tiers of play makes a game what it is. If it isn't balanced for the highest skilled players it isn't balanced for anybody. The idea is that there's always a level of play higher than where you currently are, and success and growth is satisfying.
Riot games do not balance their game like this. Unless something has changed in the last two years, they've actually done the opposite. They said as much to a lot of content players who hoped to get a job there in fact, that they focused more on the casual experience than the pro experience.
It's why Ahri was the best Champion in the game for years and years. Not to take away from Faker's achievements, his favourite Champion was Twisted Fate, technically a weak Champion but with a skillset that rewards map awareness, which is something League of Legends rarely gives it's players reasons to care about.