Everything needs to be equally viable right? Why can't I make a melee glass cannon? Its not fair!
In other games, it is possible, though precarious to make a glass cannon. In this game, it is literally impossible. You'll kill yourself on reflect if you don't get one shot by something off screen first.
But yeah, the game is perfect the way it is. There's no balance changes needed, there's nothing wrong with the drop rates, solo players are just as viable as groups, etc. Everything is perfectly fair!
From "Rules of the Game," an article by Mark Rosewater, the head designer of Magic: the Gathering, 22 Dec 2003
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Myth #1 - Rules Are Obstacles To Creativity
This is probably the biggest myth that causes people to lash out against the rules. The problem is that this myth is based upon a false assumption. People like to believe that a world of infinite choices is more conducive to creativity than a world of finite choices. Essentially, the more choices available, the more chance for creative thought.
Unfortunately, scientific exploration into the means of creative thought has proven this not to be true. Testing has shown that restrictions actually aid creative thought. How is this possible? The answer rests in the human mind. It turns out that the mind isn’t good at completely open-ended choices. When faced with total freedom of options the brain retreats to known pathways. It simply repeats what worked last time it was in this situation.
Let’s take an example. Suppose I locked a talented writer in a room. Once a week, I force him to write a short story. On the odd weeks, I let him write whatever he wants. On the even weeks, I give him a topic he has to write about. Will he be more creative on the odd or the even weeks? Research shows that the even weeks far outstrip the odd weeks.
Why? Because the even weeks force the writer’s mind to new areas of thought. Perhaps the writer would never think to write a story about a trapeze artist, but tell him he has to write about the circus and the writer heads down pathways he’s never tapped. In fact, experienced writers understand this phenomenon and thus build restrictions for themselves.
I can't say it any better than that.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Apr 11, 2013, 5:13:54 PM
In terms of build, I can't have fun by figuring things out for myself and trying wacky combinations like frost nova + cold to fire + crit + leech tank—the penalty is too high to even bother. Regardless of how stupid an idea is, it is a good thing to have players want to find new ways to play your game. If I want to struggle to make lightening warp viable, I should be able to attempt that with less penalty.
Don't see what your talking about here. You can try any wacky build that you want right now. What penalty do you speak of?
From "Rules of the Game," an article by Mark Rosewater, the head designer of Magic: the Gathering, 22 Dec 2003
"
Myth #1 - Rules Are Obstacles To Creativity
This is probably the biggest myth that causes people to lash out against the rules. The problem is that this myth is based upon a false assumption. People like to believe that a world of infinite choices is more conducive to creativity than a world of finite choices. Essentially, the more choices available, the more chance for creative thought.
Unfortunately, scientific exploration into the means of creative thought has proven this not to be true. Testing has shown that restrictions actually aid creative thought. How is this possible? The answer rests in the human mind. It turns out that the mind isn’t good at completely open-ended choices. When faced with total freedom of options the brain retreats to known pathways. It simply repeats what worked last time it was in this situation.
Let’s take an example. Suppose I locked a talented writer in a room. Once a week, I force him to write a short story. On the odd weeks, I let him write whatever he wants. On the even weeks, I give him a topic he has to write about. Will he be more creative on the odd or the even weeks? Research shows that the even weeks far outstrip the odd weeks.
Why? Because the even weeks force the writer’s mind to new areas of thought. Perhaps the writer would never think to write a story about a trapeze artist, but tell him he has to write about the circus and the writer heads down pathways he’s never tapped. In fact, experienced writers understand this phenomenon and thus build restrictions for themselves.