Kalba
Can't get enough of FH
- Joined
- Jan 23, 2004
- Messages
- 1,395
Often people in online games cry about things that are imbalanced or overpowered. Wether it be a spell, a character class or an item that seems to throw the scales one way can be boring, but often a good player can work around the problem.
My point is that actually games that are extremely balanced lack effective hard-counters, as the balance is often achieved by weaking things, instead of making strong countermoves to strong strategies.
Example:
Pbaoe damage that enchanters/elditches did was ridiculous at times, but a single shaman with aoe root + disease could interrupt the casts of a whole group: Unless it was again countered by Moc which could be countered by insane dmg savages running in and out of a box/amnesia spam by 2 healers. This kind of counter-recounter-rerecounter could go on and on as valid strategies existed.
Now that I brought up the subject of RA's people often moaned and cried about GP, MoC, Baod, BoF etc. but often they were seen rather as tools that were meant for what they were for - Countering strategies that enemies would use.
These strong abilities - which had long cooldowns - made massive tidal waves as they turned tides of group and zergfights alike, thus creating an environment where co-operation and timing could create massive success. Strategic and tactical initiative was far more important than the ability to spam buttons. Also as dying and feeding rps was highly frustrating, true camaradery was born in between those that succeeded, creating trust and friendship.
Final point:
Balance is boring, giving all sides overpowered abilities - and hard counters - is fun.
My point is that actually games that are extremely balanced lack effective hard-counters, as the balance is often achieved by weaking things, instead of making strong countermoves to strong strategies.
Example:
Pbaoe damage that enchanters/elditches did was ridiculous at times, but a single shaman with aoe root + disease could interrupt the casts of a whole group: Unless it was again countered by Moc which could be countered by insane dmg savages running in and out of a box/amnesia spam by 2 healers. This kind of counter-recounter-rerecounter could go on and on as valid strategies existed.
Now that I brought up the subject of RA's people often moaned and cried about GP, MoC, Baod, BoF etc. but often they were seen rather as tools that were meant for what they were for - Countering strategies that enemies would use.
These strong abilities - which had long cooldowns - made massive tidal waves as they turned tides of group and zergfights alike, thus creating an environment where co-operation and timing could create massive success. Strategic and tactical initiative was far more important than the ability to spam buttons. Also as dying and feeding rps was highly frustrating, true camaradery was born in between those that succeeded, creating trust and friendship.
Final point:
Balance is boring, giving all sides overpowered abilities - and hard counters - is fun.