Name: azxx
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Posts: 699
Location:
Posts: 699
After seeing changes to Clutch over time, and ID saying Clutch is not OP based on "their data", I am guessing we will see more such occurrences with regards to balancing in the future.
I think it is agreeable to not give in to early responses and giving the player base some time after a patch to see how they use/develop counters. Though at the same time going purely by data is not wise because there's a good chance it's not giving the full picture, and especially if the data does not make the distinction between trends/results amongst different skill classes.
I was wondering how viable not playing the meta would be, especially at the higher skill levels. I know it doesn't have to be either one of the two, and that players could mix preferences with meta choices.
This video kind of explains:
As we get closer to release, it will be interesting to see which style QC leans towards:
1) There are no hard counters, and character selection works somewhat as described in the video. Certain play elements/strategies may saturate and become 'rule of thumb' for a while, until a player does something new and finds success. This may happen less often but come across as more striking when it happens.
2) Everything revolves around the meta that changes based on patches, done intentionally or unintentionally, bringing some 'artificial' meta with short-lived strategies. This often remains under the guise of keeping the game fresh but can ultimately affect player success by a sort of trend of 'which characters do the devs like this season'.
I think QC will lean towards (1) just by the nature of the game. Although ID is capable of some absurdities, if Ubisoft got things right with Rainbow 6 Siege then maybe ID can too. Then again, R6 Siege started off with a good foundation in this regard, and isn't affected as much by fundamentals like health/armor levels.
Would be interesting to hear others' thoughts.
Edited by azxx at 03:42 CDT, 17 August 2017 - 7796 Hits
same with Sorlag - added with the fact that making her move around fast requires a bit of effort compared to anarki so it just feels rewarding - on the other hand I wish they would nerf spit because currently it's clearly overpowered and I feel kind of guilty playing her in cbt 13
I really liked to play Visor when he had still his english lines since some of them seemed to be Cooller's quotes, hearing that angry 'COME ON' line would always put a grin on my face (I can remember that moment from some of the IEM's when he was struggling against somebody in finals and his yelling was bleeding through caster microphones)
regarding the hard counters - I think that would make the game more like moba which they claimed wont be the case, right?
character abilities are suposed to be added factor for the gameplay, not turn the game into rock paper scissors