u/Juice_disliker1387

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I'm so tired of this thing. What the FUCK were the devs thinking when they introduced this abomination? You're telling me that it's fair for only 7 points to have the endurance of a rook, the jumps of a horse WHO CAN REPEATEDLY EN-PASSANT OTHER TROOPS THAN PAWNS, and that banishes for one turn at a time the closest piece it's threatening for one turn EVERY TURN?!?!

Listen guys, I know that many people despise us London players, I get it: Rookerloon is NOT fun to play against and it's not very skillful, but even Magnus Light and Ryley Nakamura are complaining about this AT 3000+ ELO!

Istg every one of you larpers saying they're in chessboard 25 and whatnot, saying that THIS is balanced, you have to be industry plants from Supercell.c*m because it CAN'T be real.

I'm not crazy and I know it, and I'll expose every single one of you disgusting goblins and your little sect of Pay-to-winMasons even if it were the last thing I DO!!!!!

u/Juice_disliker1387 — 15 days ago

EDIT: I tried to be vague because I certainly didn't mean to include Vendetta in the bunch, since she IS very dive-focused. What I tried to mean by "independence" wasn't much about getting value as it was about survivability. It's normal for a flex dps to have some self sustain, but usually that goes on-par with how close they need to be to do their job. With supports actually I'm pretty sure any support doesn't have many ways of looking after themselves besides having conservative positioning and one CD that is more of a time-buyer than anything else. For tanks it's difficult to say, it's probably about just the "same playstyle loop regardless of matchup" thing.

Idk if it's just me, but I'd say that the tendency that has been going on with overwatch 2 heroes (I'm thinking about Soj and pretty much all heroes since Illari) are focused on giving the player some tools for pretty much every situation, even though they don't excel at anything in particular. This comes also a lot in the form of keeping pretty much the same gameplay cycle regardless of matchups or team comps.

Now, it's not that such a game design philosophy is totally new or unique, but usually before it was tied to very hard heroes, especially the dive-oriented ones: Ball, Tracer, Genji, somewhat Doomfist...; but now I would say that it's true for much easier and versatile heroes that can become flexible at a moments notice.

This isn't supposed to be a complaint anymore than it would be to say "what makes overwatch fun to me, over other hero shooters, is primarily team coordination; and when you structurally enable a tendency already present in the game ever since 5v5 for other reasons, you're essentially making the game more boring and/or less capable of skill expression under the parameter of Team Synergy", which is a rather opinable stance.

What do you guys think?

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u/Juice_disliker1387 — 17 days ago