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MOBAs are an extremely frustrating genre to learn, mostly because by nature of it being a game about racing 2 economies, it's inherently unfair at any non-starting point of a match. Often seriously so
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@merchantHelios >5 man team games meaning your experience relies on 4 other people
>Microphone is practically required
>Can't learn against players
>Bot matches won't prepare you against players
>Game often has matches counting towards some progress bar (ie. unlocks that affect gameplay in LoL or cosmetics in DOTA); if you try to teach someone in a 1v1 setting then that doesn't count for some reason
>Queuing with a team makes it so that you face organized Chinese 5 mans
>Even if you know the game, long periods of absence means you're relearning several patches and years worth of changes
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@hagposter a few of these aren't true, but still. They don't call it 1v9-ing for no reason
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@hazlin and they'd be right to - when the meta is uncertain experimentation is fine. when the literal most optimal build paths are all known, and a simple google search away, you ARE actively wasting other people's time for not following it
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@merchantHelios It kind of feels like, team games have universally gotten worse... because the people you play with are worse.
When I started playing HoN and Dota2, you could play and experiment and have fun. But, by the time I stopped playing, people would report and flame you if you weren't following the exact meta for what ever character you were playing.
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@hazlin @merchantHelios turning a Warcraft 3 custom map mod into a commercial product for high end competitive play leads to some malformed and ugly game design at high levels of play? Noooo... it can't be... next you'll tell me that 7 day roguelike game jam meme you dashed out real quick stops being fun the second you try to tune it harder than 90% win rate...
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@merchantHelios oof, big cup stacking energy here.
The second it is about grinding out a fixed pattern, it is no longer a game