05-06-2021, 06:46 AM
I'd like to once again express my concern that this is once more being painted distinctly as a basic attacker problem, and it feels as if that is completely missing the point, because even when you "fix" the issues that come with basic attacking in terms of momentum economy on classes, and the weaknesses of evasion, you're still going to have the same problem.
There are still going to be items that people want above all else in this climate, and sure your classes may be different, but it stands to reason you're probably still using the exact same narrow pool of weapons. In a sense, you're basically doing the same thing. Class diversity helps somewhat, and that's what'd theoretically be achieved (unless of course changes bring about a new optimal, which will just become standard, like will usually happen).
But it's no way even half of the bigger picture. You solve the basic attacker and evade problems, but when it comes down to it you still have the exact same problems lurking in mages and autohit users. Lack of creativity or variation because some things are just better.
If we're going to put out a good idea of why things feel so similar for Dev, I feel like a such a narrow set of focus isn't so ideal. Creativity should be promoted across the board for all classes, through making more of the item pool viable. There's always going to be a meta, of course, and we're only as strong as our weakest link, so if a small collective devolve into it, everyone will, or just give up building, so the goal should be to put more things up at that level. "Strong" and "Unique" should not be mutually exclusive.
I think that in itself is more of a priority for creativity's sake than patching up the needs of one type of combatant, which strays more into the same points of balance being made forever, and nothing more.
There are still going to be items that people want above all else in this climate, and sure your classes may be different, but it stands to reason you're probably still using the exact same narrow pool of weapons. In a sense, you're basically doing the same thing. Class diversity helps somewhat, and that's what'd theoretically be achieved (unless of course changes bring about a new optimal, which will just become standard, like will usually happen).
But it's no way even half of the bigger picture. You solve the basic attacker and evade problems, but when it comes down to it you still have the exact same problems lurking in mages and autohit users. Lack of creativity or variation because some things are just better.
If we're going to put out a good idea of why things feel so similar for Dev, I feel like a such a narrow set of focus isn't so ideal. Creativity should be promoted across the board for all classes, through making more of the item pool viable. There's always going to be a meta, of course, and we're only as strong as our weakest link, so if a small collective devolve into it, everyone will, or just give up building, so the goal should be to put more things up at that level. "Strong" and "Unique" should not be mutually exclusive.
I think that in itself is more of a priority for creativity's sake than patching up the needs of one type of combatant, which strays more into the same points of balance being made forever, and nothing more.
Ending 145: Disappointed in Humanity