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Change to rush down strategies
#11
Noxid post_id=36716 time=1559030658 user_id=457 Wrote:I don't really have much strong feelings on the other suggestions, other than I feel like gimmicky builds should be able to keep their gimmicks.

This part cannot be overlooked lightly, a character should never ever ever be punished in a team fight for building to be particularly effective as a member of team, against a team. You will only ever get clean-swept by a setup like this if all the characters on your team are specifically minmaxed to be most effective as a solo combatant. I would even be willing to prove this fact if evidence is honestly even required.

For this reason I don't see why CC's should be hindered on Turn 0. It's never been decisive for anything I've participated in, I'm sure other team-oriented characters will agree if they happen to stumble upon this thread.

A limitation on the reduction of momentum is, however, sensible, and benefits everybody no matter who they are or how they choose to play.

Furthermore a split deployment is also very sensible and again, hurts nobody, even allowing your team leader to try to make predictions regarding placement, introducing another element of tactical acumen that would be most welcome. A good addition, and would 'fix' the perceived issues with the Turn 0 game in a way that's fair for both sides of the camp.
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