Forestradio wrote:Why would that be exactly?Thibix Magnus wrote:I would be against balancing the game for top5 players skill only
If a game wants to be competitive it means balancing around the highest level of play pure and simple, that does not mean that you only take the top 5 or 10 or 50 players seriously or anything, or that higher level players are automatically correct when disagreeing with someone who is not as good, or that you should just take the races in the top ten and nerf them, what it does mean is that high level play is where balance is determined, are we going to call grenade abilities op because low-skill players don't dodge them? ofc not... The problem is not a balance one, it lies somewhere between the player's keyboard and his chair.
If you want to get detailed feedback on say... the lord general vs apothecary matchup, you would consult Toilailee and Dark Riku, and their opinions would probably take precedence over two random lord general/apo players.
This is not me supporting elitism or inner circle or super secret illuminati balance discussions that force Caeltos into turning elite into a chaos/nid/sm/ig/om/eldar/ork mod, it's the simply the way it works.
And I don't want the balance of this mod to starting excusing shitty play, and that includes my own shitty play.
the internet took my first answer -.-
sorter version... I mostly agree, and my post was mainly about highlighting that the LC has other tools available to deal with multi suppression through inspire courage, but it does require more experience to time it. But hey I did drop that fateful sentence (should have kept it for a specific post), so let's derail the thread
So ya, this is a question that has been lurking for a while for me, if a faction demands more micro and skill to match others, does it mean that, with infinite amounts of concentration or zero mental processing time, said factions would win more often? Or should all factions be balanced around the hypothesis that micro and decision making processes is not a factor in the MU? If that is a definition of competitive (and if competitive is really the goal) then it means micro intensive factions are at a disadvantage until you are that top player ? That might well be a legitimate approach, but I also read Caeltos musing about expanding the playability beyond the top 1% or something like that, and some changes do aknowledge the micro gap (the skill required to get to similar results). Typically when I get stomped by 3 Ops squads, 2.4 style, I start thinking: "well, in theory Ops could be very vulnerable to kinetic pulse into nade as they have to get close, so they might be balanced, but I'm terribly bad at this sort of combos, so I'm stuck". Until other people call them OP
That was a bunch of far fetched exaggerations to illustrate my thoughts, which might well be utterly flawed too. So yep, I'm fully in favour of a very challenging game, I don't ask it to be easier, and would not question the experience of, well, experienced players, I just wonder what sort of impacts the level of expectations have on balance tweaks. But the "balanced skill interval" is maybe wide enough already, thus my precautionary "not only" in the first place