Joseph Ridgeson
WarRavens Final Resolution.
1935
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Posted - 2014.05.29 22:01:00 -
[1] - Quote
Assault/Plasma Rifle was not nerfed in 1.7; just that far better weapons were added. For every other patch in Uprising, that is when the Assault/Plasma Rifle was nerfed.
Anyway, the problem is that FoTM is used to describe several things in this game compared to every other game I have played that has had a FoTM. Allow me to explain:
1. Most people will state "this is FoTM" has another way to say "this is too powerful." The problem is that not everyone means FoTM (Flavor/Fit of the Month; I prefer Flavor) as being too powerful. In other games that have a clear FoTM such as League of Legends or World of Warcraft, it might not even be the fact that something is too powerful that is causing people to go there; it just means it is popular. In League, when a champion is picked on a stream or in a tournament that has people saying "why was that picked?!" and the game goes well, it may cause a renewed interest in that champion. In the early days, Dyrus playing Singed when he was considered "barely decent" caused him to be in every game. So if you have two people, one saying "Flavor of the Month is just popular, for whatever reason" and another saying "Flavor of the Month means overpowered", you have a disconnect in communication.
2. My concern is that Flavor of the Month can make a game boring. League of Legends and DUST offers a huge amount of choice, more than a lot of other games. Between fitting, suits, champions, rune pages, masteries, and skill points there are a lot of different ways to run a character. The problem is that if something becomes FoTM, whether because it is simply the best option or just being popular, it makes the game more stagnant. One of the advantages that something like DUST has over Titan is the level of customization beyond just "10 primary weapons, 4 sidearms, 1 augmentation to each weapon, choice 2 perks from a pool of 10." That level of customization means NOTHING if there are only a few things that are used.
3. FoTM may become just how the developers begin to create the game. Jump to Season 1 League of Legends. No one has figured out "the best way" to play. You have a lot of different things happening, some successful, some not. People discover "hey, if we put the ADC with a Support and give the Support ZERO gold from kills, get items that give passive gold, and turn those items into cheap things that give an aura boost in a team, that is great!" So that is what supports did; Philosopher's Stone, Heart of Gold, Aegis of the Legion, Reverie, Randuin's Omen. Every game, always the same. Well, people figured something else out: "if we have no one else buy wards and ONLY the Support, we can save everyone a huge amount of gold!" Riot decides to add an Item that gives Free Wards to facilitate making it easier for Supports to be ward monkeys.
Enter Season 3. Supports build: Sightstone, boots, Ruby Sightstone, boots of mobility, and the rest of the income was spent solely on more wards and items to let you see the other people's wards. Boring as all hell. The developers help push the game into that direction because of how people were playing. The Flavor of the Month becomes the complete metagame. The game became stagnant as hell.
Going with your statement of: "Is it wrong to use the mathematically best gear and set ups in addition to skill so I can win?" There you are talking about things being powerful, possibly too powerful. Is it wrong for players to use it? No but it is poor game design that has made it such an obvious "you should use this and this if you want to do X." That is why people complain.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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