Slann
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Ninth Spawning
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In a sense, yes being a good player by definition means you'l be closing in more and more on 'exploits' from the point of view of a lesser player.This is not an exploit of the game, this is growing in skill and learning how to use the abilities your units have. If that's exploitative, than by that definition, being a good player is nothing but exploitation.
The main question here is what are you expecting a good, bad and average player to be capable off exactly.
Do you give good players free reign to exploit whatever advantage they can get, even if bad players won't ever have the skills to respond to that? Or do you reign them in when it turns out weaker players struggle to deal with a particular strategy/mechanic/ability?
Do you expect the worst players to still have extensive knowledge of the game, so they know that something like the scenario with those eels is even a realistic possibility? Or do you think that a situation like that involving 6 units, requiring 3 different abilities, requiring high damage potential to the point of easily annihilating the screen & requiring perfect positioning so everything is exactly in range might be a bit too complex a situation for a bad player to ever realistically oversee?
Or do you think that the only difference between a good and bad player should simply be that the good player makes more accurate predictions and makes less mistakes, but ultimatly isn't capable of anything the weaker player can't do reliably?
And finally once you've answered these questions. Who do you balance around? Do you go along with the good players finding 'exploits', reward them and tune around those to encourage them min-maxing even more? Risking your game evolving into something unrecognizable over time. Or do you protect the weaker players, and turn down these 'exploits' to more manageable levels to keep it closer to the original flow & spirit of the game before it was min-maxed?
It's not impossible, but it is awkard as the thing that usually makes a wizard special is their flavoured spell. You already know you're not going to be able to use that special spell on both, so one of the two wizards is purely taken as a vehicle for generic spells, or at best as a back-up. Which is awkward at best. And at worst makes certain strategies impossible.All wizards know at minimum 3 spells. Arcane Bolt, Mystic Shield, and their flavored one on the warscroll beside Wizard rule. Which mentions the two previous spells.
How is using two wizards impossible again?
Well, maybe this supports the whole point that min-maxing and taking the game too seriously is kind of detrimental to the overall state of the game as even the designers themselves seem to actively avoid it.well they also did a battle plan with gotreck fighting the 4 greater deamonds and constantly put out things that are narrative over standard i don't think they are at all taking things seriously
I'm not saying the players have bad intentions. I'm saying the effect on the overall state of the game is ultimatly the same from the point of view of more casual gamers.one last time bad balancing is not the players being eploitative nore is a good macanice a exploit you are arguing bad intentions where there are none.
And while the competitive players don't do anything wrong, they just try to have fun their way. The issue is that
1) they're very visible & vocal, and thus have a great impact on balancing
2) They have particular preferences and priorities, which means a certain bias if you only listen to them, which is quite likely due to 1)
3) By their nature, they end up dictating the (local) meta, because all it takes is a single min-maxer to force everyone else to join the arms-race. After all, ultimatly even the most casual of players likes to win occasionally, and if they want to stand a chance against that min-maxer they'l have to play along to some extend.
And the only way to really stop all that from happening is if the designers of a game activly squash the worst of the min-max excesses.
And again for clarity; Competitive players don't do anything wrong. They're not evil or bad. But the logical consequences of allowing them free reign is that everyone will eventually be forced to min-max, and will need to play on their level or accept they'l lose.
This is honestly one of the saddest things about the internet, and gaming in general. 5-10 years ago you could have fun in most games, do whatever you want and stand a reasonably chance of winning. Nowadays information is so easily available that playing sub-optimally can get you ridiculed and kicked in certain communities because you're basicly throwing the match on purpose at this point. Not to mention the effects it can have on balancing as the only thing people now care about is optimal play. It's rather ridiculous...I think a lot of this also comes down to the recent explosion of warhammer information on the internet. 5 years ago there wasn't nearly this level of discussion, youtube videos, tournament streams, etc. This just so much more information, discussion, and conversation around that I think the community is still trying to wrap its head around so much coverage.