AoE Caps and why Intrepid should absolutely lean on none at all.

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Comments

  • @Bricktop

    I don't think that the solution to big numbers of people is to make AoE spells op. If the Aoe was the meta in almost all the games you played it's pretty bad, as game design, for the tactic component.

    Of course AoE should give some advantage, but not capping them it's a problem, and will easly kill all zerg tactics, leading to a boring and unfair meta. If you are less people of course you have a disadvantage, your strategy was then bad. In every game scenario should be advantageous the number of people and the big groups, if the are skilled and coordinated.
    A good game design gives big skill cap, allowing few people to outclass with SKILL big number of weaker peoples, and not just an Op aoe skill that will lead few people to always win fights.

    The way you can win against few people is by traps and preparation, strategy ... not overpowerfull spells.
  • DolyemDolyem Member
    edited October 2020
    Medrash wrote: »
    @Bricktop

    I don't think that the solution to big numbers of people is to make AoE spells op. If the Aoe was the meta in almost all the games you played it's pretty bad, as game design, for the tactic component.

    Of course AoE should give some advantage, but not capping them it's a problem, and will easly kill all zerg tactics, leading to a boring and unfair meta. If you are less people of course you have a disadvantage, your strategy was then bad. In every game scenario should be advantageous the number of people and the big groups, if the are skilled and coordinated.
    A good game design gives big skill cap, allowing few people to outclass with SKILL big number of weaker peoples, and not just an Op aoe skill that will lead few people to always win fights.

    The way you can win against few people is by traps and preparation, strategy ... not overpowerfull spells.

    Just for giggles, explain how the zerg meta is fun?
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  • BricktopBricktop Member
    edited October 2020
    Medrash wrote: »
    @Bricktop

    I don't think that the solution to big numbers of people is to make AoE spells op. If the Aoe was the meta in almost all the games you played it's pretty bad, as game design, for the tactic component.

    Of course AoE should give some advantage, but not capping them it's a problem, and will easly kill all zerg tactics, leading to a boring and unfair meta. If you are less people of course you have a disadvantage, your strategy was then bad. In every game scenario should be advantageous the number of people and the big groups, if the are skilled and coordinated.
    A good game design gives big skill cap, allowing few people to outclass with SKILL big number of weaker peoples, and not just an Op aoe skill that will lead few people to always win fights.

    The way you can win against few people is by traps and preparation, strategy ... not overpowerfull spells.

    Zerging isn't a good meta game in the slightest bit.
  • Zerging is the bane to all skill based PvP.

    Spread out, use tactics, avoid choke points, or even go through choke points in smaller groups to bait out AoE bomb then sprint through.

    Tactics = fun
    Zergs = rage and no skill


    As for PvE and AOE farming, that is easily handled. Seen several games where there were areas that AoE farming lower level mobs was the way to go. While other areas you'd fight fewer, yet stronger mobs with single target (higher dmg) attacks. The Xp/loot evened out as the higher level mobs xp/loot equaled the same as many lower level mobs.
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