Grats Demigod creators, you now have a direct competition-- and it is being created by the people who MADE Dota.
www.leagueoflegends.com
same here, everyone is ragging on the graphics but its the style they're going for, lo poly models with high res textures. I rekon that i will play both games, they both look good and are taking diferent sides of the genre.
Guinsoo is but Icefrog isnt, and he is the main driving force behind dota. Hopefully it wont be a full on clone and it will stand up as a game in its own right
I hear this point time and again and i dont really get it, when i first played dota i had no problems with recipes, they are simple, they add depth to the strategies for items and they make early game items stay useful late game.
could it be that recipies add strategy to the game (DotA) where the combat system lacks it?
if so, then recipies are an intended gameplay mechanic just like Generals will be for DG. there's no point in complaining as it's up to the artistic vision of the Game Lead and if you disagree with it then just don't play.
i prefer combat-oriented strategy over recipies, but that's my personal choice and i don't complain about it.
The thing is that LoL is staying so close to the DotA model
Its true that guinsoo is making it but IceFrog isnt so i think it will stay reasonably close DotA model but i doubt it will be a clone. It will be far away from Demigod so i will probably play both.
I've never understood the hate of recipes, when i first played the game i liked recipes too, i never found them hard or biased towards pros. They keep the item system deep, it adds greatly to the strategy and it is a great way to keep early game items useful late game.
I like the graphics too, its low level model polygons but high res textures. It does look like it will be more combetetive, I'm sure that after they are out i will try both and decide which i like more, but because LoL is coming out after Demigod i will probably end up sticking with Demigod (assuming it is backed up well with patches)
As for the idead that it will suffer the gameplay-ruining changes that E-sport pros and douches are pushing for in SC2 im sure that Guinsoo won't be that stupid. I'm all for E-sports but some of the changes being suggested for SC2 are absurd ex. no MBS.
Hopes that itll be made well
um Guinsoo was the one that made DotA Allstars from v1.0 to 5.0, and we are only at what 6.55?
so Guinsoo has had way more of an impact on DotA then Icefrog has
The issue with the graphics is the low polygons and quality. The type of graphics is a design choice, and that's fine. The quality of the graphics is flat out bad.
Recipies... well, I know this is a big thing. Yes, they work. However, they are needlessly complicated. This is coming from a fan of the notoriously complicated X series, and I think recipies require too much unnecessary studying of the game. I honestly don't get DotA at all due to not understanding the recipie system, which is a major part of the game.
Earlier this year, I went to a programming camp to learn about C++ and stuff for two weeks. Obviously there was a lot of game time as well. DotA was one of the games that people played, but most of the people there had never played it before. Every new person there expressed an extreme dislike of the overly complicated and user-unfriendly recipie system because it made it far too dificult to understand the game. And you could tell who had played the game before; the seasoned players dominated everyone else with superior recipie usage even when they were using slightly underpowered characters (random heroes).
There are better ways to accomplish items retaining usefulness over time. One example of which would be blacksmith upgrades. I suppose it is a design choice that some people will like and others will hate. Personally, I hate it. With a passion.
Lol soz bout the double post, my browser shut down and i didnt think i posted the first
The graphics arn't flat out bad, they are certainly not great but the low polygons is on purpose, thats the style, u may notice that the textures and effects are good.
Not to sound stuck up but u must be kinda dumb, the recpie system is very simple, i got it right away when i started and so did both my bros and all my friends who've played dota. Maybe u just didnt like it cause u were playing a pro who was enough of a douche to go hard on u.
Mate they wern't owning cause of recipes they were owning cause noobs take to long to do anything and die alot so the experienced players get heaps of gold. If they were experienced then they would know that the heroes are balanced enough that their balanced issues only become even a minor issue in pro vs pro games.
I gotta agree with orkimond about the new players getting owned with recipies.
A valid argument, but not true. Firstly, they weren't pros. They simply knew the game better than a total newbie. The best person there professed to lose a lot on open community DotA games.
Second, I can show you why recipies had a large play in it. Sometimes, when an experienced player would die, they would run across the room to one of the newbies and buy a ton of stuff for them. They helped me once and I got bunch of items, a handful of recipies, a ton of stat boosts, and usable direct damage nuke abilities, all in the thirty seconds he was at my computer. I then went forth to rapidly rise through the ranks of that match. It was a trend: experienced player buys recipies for a newbie who's getting owned, that newbie proceeds to own everyone else.
Besides, if you claim that recipies do not change the game that much, then you are essentially saying that they are worthless additions to the game. We both know that this is not the case. They are necessary to be even remotely successful in the game, and they require large amounts of pre-game time dedicated to studying their costs and effects. The large amounts of studying required to play the game is a major turn off for the majority of new players. Sure, not everyone, but most of the people I have talked to didn't feel like putting the time and effort of studying into a video game. As many people have said, "I study for school, not for games."
A similar comparison is how I am very skeptical of the upcoming UI "improvements" for X3: Terran Conflict. X3: Reunion had a rather steep learning curve and the UI definately didn't help, but I am used to it. While the UI for TC is supposed to be loads better, I am hesitant to jump to any pre-release conclusions simply because I am familiar with the Reunion UI and I know my way around. With my experience in the game, the UI feels natural at this point and when I try to get my friends into the game I have been repeatedly surprised at the complexity of the system I myself have embraced. I don't really want a new UI system simply because I am comfortable with how it is right now. People who argue for recipies are DotA fans who are already used to the system forgetting the initial learning curve recipies force on the player that turns off 75% of newbies.
Allright this bullshit has got to stop.
Recipes are not complicated. They weren't complicated before, they are childishly simple now.
Any recipe in DotA tells you exactly what items are needed to make it, usualy 1 or 2 items, and tells you exactly the effect it does. The vast majority of them give simple stats and passive increasing effects, very few of them are "more complicated" because they give a new ability, which means one extra button to click - oh no, you just went from 4 to 5 buttons to click.
Sure, you need to "learn" which items are good on which character, but it takes all of 2~3 games to figure out the character archetypes - strenght, agi, int, and of each the variety of nuker, ranged and melee. You can use the same build on any of the 9 possible archetypes and do just fine in any game, and with time you'll figure out more advanced stuff. Example?: You can get a Sange & Yasha and Power Threads on every single damned melee or range str or agi hero and do just fine. That's it, 2 easy to make items with uncomplicated recipe that take all of 2 minutes of reading and you just covered half the heros.
Now seriously, all you people complaining about the OMG complicated DotA recipes need to man up, are you a fucking 1 year old who can't tie his damn shoe laces or what? You read, you observe what others do, you understand. It's the same as every other damn game.
You must be the sort of people who just can't play shooters because every time you play in a new one you get owned, tell yourself "bah it's cause they know the spots to hide / get weapons on the maps, that's all" and give up. Gamers these days are so whiny and, let's face it, braindead. If everything isn't handed to you on a silver platter with a 3 word explanation that covers every possibility it's endless QQ.
/Sigol wins 1 forum war, and gets +1 rep. from BulletMagnet.
Topic has officially digressed to pettiness.
We get it you love DotA, guess what some people don't. LOL means there are now two games that are in the genre.
I love overly complicated games. The point about recipes for some people is they were needlessly complicated. I always felt it was poor implementation, and did not add to depth. You disagree, cool. No need to be rude.
how can you make a jump from an RPG/RTS hybrid to an FPS? Also, how can Bullet give him +1 rep for being a rude prick? you need to learn that rep is for people who help the community, NOT someone who obviously doesnt understand that a lot of people dont want recipes in this game, and would rather do what Innociv did. If you want Recipes in a game, or think we are to 'childish' cuz people dont get it, go to the LoL forums and be happy there, dont be rude here, we dont need ya...
Do you find 1+1=2 Complicated? Because that's what DotA recipes boil down to.
I can make the jump because it's the same thing. People who give up on a game because they don't want to bother learning how the game works. They want the game to play using 2 buttons, 1 for hit stuff, and 2 for hit stuff more. Anything else is way too complicated.
And if you'd bothered reading, you'd have seen I did not ask for recipes to be in this game, I mearly pointed out that DotA recipes are not complicated unless you are completely braindead.
Lol. Recipes are not complicated because the stat boosts make no sense or because nobody can figure out how to use them in battle. That has absolutely nothing to do with it. Rofl.
And wtf do shooters have to do with this? If I lose at a shooter, its because the other guy is a better shot. Its not because they knew where to get the sniper before me, its because they are good enough to whip around and no-scope in a split second. I don't even understand what analogy you're trying to make here.
And please. It was a somewhat intelligent discussion before you showed up and began needlessly insulting everyone. Are you happy? Bullet even gave you rep for some odd reason. Now go back to lurking or whatever it is you normally do and please stay out of intelligent debates.
EDIT: Ninja'ed
No. You need at least three buttons. Attack, block, and grab. Rock, paper, scissors. Otherwise the game has no depth at all. The difference comes when you have to push four buttons in sequence to attack, against just pushing one button to attack. My apm is too low to play Street Fighter, so I stick with Smash Bros. My apologies for being inferior.
Oh I play shooters a lot, and newbies always say the same thing:
"WTF you guys suck you only good cause you know the maps"
That's the excuse 90% of newbies use to explain why they fail. They don't want to bother learning, it's easier to just cry about it.
And it's the same thing as playing DotA, getting owned and saying "WTF you guys suck you only good cause you know the recipes" it's a bullshit excuse.
But here let me requote the important part: "You read, you observe what others do, you understand." You can apply this to any game you play, but also to real life and I promise it'll make everything easier.
Here, as further proof of the simplicity of recipes, a screenshot which anyone can use to get a solid grasp of recipes in the 10 seconds it takes to read it.
Now please, stop bringing up how terrible and complicated recipes are in every post remotely to do with items or DotA or now LoL. They're not complicated, anyone can spend 5 minutes in a solo game to figure out how it all works then play and have fun.
And yes what the recipes do is an important part of game mechanics: They allow a player to get early game items and use them at late game. Without them You'd have people save up to skip over early game items to go straight to late game items faster - and that's bad gameplay, because it rewards people who don't use items.
Yes there's other way to keep early game items competitive late game, many of these alternatives were covered within days of the first Beta coming out, they're all still here in these forums. But these ways aren't any more simple or complicated than recipes, they're just different. Ultimatly the devs should pick one that fits based on the look and feel of the game, not because they want to pander to the lowest common denominator.
Ah, you post quickly. In case you missed it in my last post.
Anyway, moving on. The problem I have with recipes is not that they are complicated. My problem is that they are needlessly complicated. There are several ways such a system of planning and item preservation could be used that are much simpler than recipes. Innociv's blacksmith idea is a prime example.
Do not put words in my mouth. I know that there are idots out there who complain about not knowing the map. I am not one of them. Nobody here is one of them (I don't think, anyway). Besides, has anyone ever proposed a solution to that learning curve? Is there any system out there that makes it easier to learn maps short of making it all random so even the experienced players have no idea what's going on? No. Is there an alternative to recipes that will greatly simplify the system without sacrificing any depth? Yes.
I'm trying to make Demigod a good game. If recipes were included, then I would probably take the time to learn them. However, I know that there are much better ways to do it, and I am fighting for reform in the genera to create what I believe will be a better game. I am not arguing that recipes should be removed from DotA, I am arguing that this new game that isn't even finished yet needs to avoid one of the few mistakes DotA made. You shouldn't make something needlessly complicated when there is a much better system sitting right in front of you. Demigod is not finished yet, and at this point (or, more specifically once Beta 2 comes out) player feedback will help shape the game. I'm trying to help shape the game to a form that will have depth yet will be easy to pick up.
And you don't get it. I understand the concept behind recipes. Everyone understands the concept behind recipes. That screenshot is compleatly irrelivant. Everyone gets it. The issue is having to memorize which items go together to make which items. The issue isn't that nobody understand what stat boosts are, the issue is that people have a hard time figuring out which items need to go together to make which stat boosts. Note that, while you are pondering your decisions at the shop, everyone else is out there levelling up. What does this mean? If you want to succeed at the game, you have to remember all the combinations so you can buy things quickly without taking time away from levelling. That is the issue. People have to spend time memorizing things for a video game. No, its not the end of the world, but there are definately much better ways to do it.
From what I can tell, you are not actually arguing for or against recipes. You are simply being annoying. You are just taking the opportunity to insult people for the heck of it. Until you have something constructive to say other than argue that everyone is retarted, I am no longer going to feed you, troll. Good day.
Look at the screenshot. Recipes tell you what they need to be made. ANd once you know which shop sells what, you can figure out that an item that gives stats increase is made from other items that give stats increase, so you go to the + stats shop and buy the items the recipe asks, and make it. It is not in any way, shape or form complicated.
And you have to spend time memorizing things in every single video game know to man, from the earliest arcade games to the latest shooters, RTS or RPGs. There isn't a single game out there where you won't become better by remembering what happens when and what to use to counter it. And I don't see the issue about this. What else are you doing when playing a video game? Cramming for a college exam? Come on!
A game that uses recipes well is World of Warcraft. The recipes in WoW is even more complicted than Dota. It works in WoW because the players has all the time in the world to learn the recipe and go to different shops to find where the items are.
For Dota, It's hard for a new person to figure out the recipe system and be in the middle of battle. The player wants to get back right into fighting instead of spending 5 minutes on what items to get and where. A tutorial that comes with demigod/lol will greatly help newbies. It would help if new players go to single player mode for dota and take the time to learn some items. That's what I did but I think most people never used the single player mode of dota to try all the heroes/items.
I havent played wow in a while. but since when are recipes in wow complicated? Except maybe epic ones since you may not know where to get some items from the high end instances.
Heres my opinion the golden age of gaming is dead. We're now going into the fluff machine....no new game really takes that much skill to play anymore. Everyone wants to make a game u can pick up and play with no learning curve because the majority of people are lazy and dont want to actually learn the techniques and fine details of a game. because that takes time and a brain larger then a peanut(not saying anyone on this board just in general).
Every single game is being dumbed down in all genras....except maybe not fighters. WoW was a big success because anyone could pick it up and play it. And then after a yr and all the r tards hit maxed lvl and relized that raids required to many people...they figured oh well thats to much planning for me....thinking ahead is BAD!! (the time issue coulda been fixed by being able to hit checkpoints and then letting u tp to that check point when u have more time ala WAR, but that wasnt the issue).
I see recipies as the economy to a rts. take out the economy and what do you have? A very dumbed down macro fest. The economy isnt all the skill u need to master its only a small bulding block, then comes your micro, macro, overall stragety, positioning etc etc. but the difference between being a truely great player is mastering the economy. all the rest will come with time. economy and strategy are the only things u can plan for.
Are recipes hard to make? No
Are he ingredients hard to fine? Yes, for beginners but that easy enough to fix if u just want everything handed to u put all the shops in a town.
Or if u dont know where soemthing is look! does that put you at a disadvantage yes. But thats why u start off as a noob so you can learn
Do recipes add a extra layer of planning and strategy to the game? Yes
is that a bad thing? well in this age of gaming it is
I think Recipes don't really add to the strategy as the items you get early on confine you pretty much in what items you will get later on as the very nature of crafted items is that they are stronger then normal items. I think this results in less adapting to the actual situation as the loss to give up the recipe item for the items bought most likely is rather big.
Quoting SighrisTheVirus, reply 21I havent played wow in a while. but since when are recipes in wow complicated? Except maybe epic ones since you may not know where to get some items from the high end instances.
I personally have not played WoW. MMO's take up too much time that I need to spend doing other things. However, I understand the point Blitz was trying to make, and it was a valid point. Recipes in WoW aren't a problem. Regardless of how many items you need, how far you have to travel to get those items, or how much those items cost, you can do it on your own schedule. In DotA or Demigod, every second you spend making a decisions is one second you can't be on the field leveling up.
Quoting SighrisTheVirus, reply 21Heres my opinion the golden age of gaming is dead. We're now going into the fluff machine....no new game really takes that much skill to play anymore. Everyone wants to make a game u can pick up and play with no learning curve because the majority of people are lazy and dont want to actually learn the techniques and fine details of a game. because that takes time and a brain larger then a peanut(not saying anyone on this board just in general).Every single game is being dumbed down in all genras....except maybe not fighters. WoW was a big success because anyone could pick it up and play it. And then after a yr and all the r tards hit maxed lvl and relized that raids required to many people...they figured oh well thats to much planning for me....thinking ahead is BAD!! (the time issue coulda been fixed by being able to hit checkpoints and then letting u tp to that check point when u have more time ala WAR, but that wasnt the issue).
Wtf are you talking about? Games these days are far more complicated than games five years ago. Look at early games. Mario had movement, jump, and fireball/run. Heck, nothing really had any more buttons than that. Why? The only buttons on the controller were the directional pad, A, B, Start, and Select. Today, look at a typical controller and what do you see? A, B, X, Y, two shoulder buttons on each side, a directional pad, two control sticks (with buttons built in), start, select, and sometimes even more. Games are getting much more complicated as time is passing. Look back at the classic games such as Elite and Wing Commander/Privateer. Yeah, they were amazingly complicated for their day, but neither of them can even shake a finger at the X series.
So why do people complain about simplification so much? Well, things are getting more complicated. Simplification of games is needed much more today than it was a decade ago. That's partly why Freelancer was heralded as such a great game. If you strip it down and look at it for what it is, it’s not really that much better than the games that came before it. Yeah, it has it outshines other games in some places, but mostly it was just very easy to pick up and play. One of its best features was the fact that it had a revolutionary new flight control system that made flying a spacecraft a hundred times easier. It was a huge step forward for the genera. Why? Because it made it easier to play and understand without sacrificing any depth.
Of course, there has to be balance. A great example of mixing complexity with user-friendliness is Metroid: Zero Mission. The first Metroid games suffered from being inaccessable. They dropped the player in a hostile environment with virtually no instruction other than "kill Mother Brain." That's great, but how do I start? In Zero Mission, they added what were basically objective markers on your map, so newer players had some idea of what to do. Unlike Fusion, however, they didn't force you to go to the objectives in the order the game provided them. In ZM, you could go do whatever you wanted, wherever you wanted, even if it was in the other direction from where the game wanted you to go. NONE of the complexity seasoned players craved was sacrificed by using this system, but the game was made much more accessible.
That is exactly what I am trying to do here. The world of gaming is getting more complicated with each passing year. The challenge is keeping it simple enough for new players to enter the game without sacrificing the complexity that makes the game worth playing. Innociv's blacksmith idea is a perfect example of this. Again, I am not complaining that recipes are complex. I am arguing that there is a far more effective system that makes the game more accessible without sacrificing the core game play complexity.
For the record, I am strongly against over-coddling the player. I think Metroid Prime 3: Corruption was a pretty bad game, at least as far as the spirit of Metroid goes, simply because it tried to hold your hand too much and force you to do things its way. It sacrificed the core game play of open exploration in order to make the game more accessible, which imo was a huge mistake.
Quoting SighrisTheVirus, reply 21I see recipies as the economy to a rts. take out the economy and what do you have? A very dumbed down macro fest. The economy isnt all the skill u need to master its only a small bulding block, then comes your micro, macro, overall stragety, positioning etc etc. but the difference between being a truely great player is mastering the economy. all the rest will come with time. economy and strategy are the only things u can plan for.
The biggest difference between your economy and recipes is that a normal RTS allows you to be in more than one place at a time. Recipes require you to stand at your base while other people level up out in the field. In an RTS, you can manage your economy while your combat units are in the middle of a battle if you want to. You can be both attacking and keeping your economy strong at the same time. Even if you take a few seconds out to ponder an economical conundrum, the rest of your forces will continue to go about their assigned jobs. In DotA, if you take a few seconds out to research recipes, you are losing the gold and experience you should be getting out in the field. Quoting SighrisTheVirus, reply 21Are recipes hard to make? No
Agreed. Just a few clicks.
Quoting SighrisTheVirus, reply 21Are he ingredients hard to fine? Yes, for beginners but that easy enough to fix if u just want everything handed to u put all the shops in a town.
No. Ingredients aren't hard to find at all. Knowing what ingredients to get is the hard part. The shops in the woods in DotA and the artifact shop in the middle of the map in Demigod are good aspects of the games that should not be removed. If an item isn't in the shops, it’s in the woods. That part isn't hard.
Quoting SighrisTheVirus, reply 21Or if u dont know where soemthing is look! does that put you at a disadvantage yes. But thats why u start off as a noob so you can learn
I agree that newbs are at a disadvantage for these reasons. However, these disadvantages should be kept to a minimum. The only reason I can possibly think of that would cause someone to want the game to have an unnecessarily steep learning curve is that they enjoy winning the game more than playing the game. They want every possible advantage over as many people as possible when the match starts so that the game is just that much more in their favor. The opposite of people like me, who want to play the game to have a fair challenging fight and clash strategies with my opponent. Sure, I want every advantage I can get within a match, but making the game harder to pick up just so I can beat more people is ridiculous. If someone can give me a different reason as to why they would want an unnecessarily steep learning curve, I'm all ears. This is all I can guess right now.
Quoting SighrisTheVirus, reply 21 Do recipes add a extra layer of planning and strategy to the game? Yes
Can the extra layer of planning and strategy added by recipes be incorporated in a more user friendly fashion without sacrificing any of the planning or strategy? Yes.
Quoting SighrisTheVirus, reply 21is that a bad thing? well in this age of gaming it is
I admit that it is sometimes taken too far, but you simply can't ignore the fact that games need to be playable. User friendliness is not something to be ignored. The core game play always comes first, but intentionally making the game inaccessible when a better option is sitting right in front of you is the equivalent to shooting yourself in the foot because walking is too easy for newbies to pick up.
Quoting TheBigOne, reply 22I think Recipes don't really add to the strategy as the items you get early on confine you pretty much in what items you will get later on as the very nature of crafted items is that they are stronger then normal items. I think this results in less adapting to the actual situation as the loss to give up the recipe item for the items bought most likely is rather big.
I was trying to fight one battle at a time, but you said it very well and I can't just ignore it.
Now we get into the mechanics behind recipes. On this I am somewhat torn. On one hand, I recognize that planning ahead should be rewarded. On the other hand, I know that recipes lock you into a specific build and thus preventing adaption as the game progresses. On this note, I believe that Innociv's blacksmith idea actually performs better than recipes. Yes, it still requires planning to be successful. You can build up your Demigod with a large degree of customization that was worked on throughout the match. However, you aren't locked into a build from the first item you buy. Even if you were to fully upgrade one or two items, you would be able to start from scratch with another item and build in a different direction. Heck, if you had to, you could change the upgrade path halfway through one item. I think this is the best system, offering both rewards for planning and room for adaption as matches progress.
And I am still open to suggestions. If someone can present another option that would make the game better, I would be more than happy to concede. My goal is to try and help to mold Demigod into a better game, not win a forum war.
[quote who="Random_Guy" reply="23"]Wtf are you talking about? Games these days are far more complicated than games five years ago. Look at early games. Mario had movement, jump, and fireball/run. Heck, nothing really had any more buttons than that. Why? The only buttons on the controller were the directional pad, A, B, Start, and Select. Today, look at a typical controller and what do you see? A, B, X, Y, two shoulder buttons on each side, a directional pad, two control sticks (with buttons built in), start, select, and sometimes even more. Games are getting much more complicated as time is passing. Look back at the classic games such as Elite and Wing Commander/Privateer. Yeah, they were amazingly complicated for their day, but neither of them can even shake a finger at the X series.
For the record, I am strongly against over-coddling the player. I think Metroid Prime 3: Corruption was a pretty bad game, at least as far as the spirit of Metroid goes, simply because it tried to hold your hand too much and force you to do things its way. It sacrificed the core game play of open exploration in order to make the game more accessible, which imo was a huge mistake.[/quote]
You went way to far back in time i was talking about the last 10-15 yrs. I come from a heavy fps/rts background and the only thing that has happened with those games is it reduced the skill gap. Cs to css , the skill gap is so small its barely noticable. In Cs there was actual recoil, samller targets, you had to walk because u could shoot through walls so if some1 heard u you were in serious trouuble. Then for some reason when steam decided to upgrade the graphics they changed the entire game. Made the models like 78% bigger, 0 recoil, walls are solid so everyone just runs and guns...so the top lvl player now only has his reflexes to carry him through the game.
sc to wc. They made the economy sooooo simple in wc it kinda makes it unimportant other then knwoing when to expand.
Then all these next gen shooters where if u get hit u can dodge behind a wall to heal your full hp. Your mistakes should be carried with you for the remainder of the round. If your good enough u can come back from it.
Now i love a challenge which is why i only sit in private irc channels where if ur not good enough u get locked outta the channel. So me wanting to destroy nubs isnt my motive. I just want a multi dimensional game.
If this game has enough items i dont think recipes will be a issue. But i seriously there are alot of items with alot of different effects. WHere some wont work with each other. Just to keep it a bit complex. My fav build for dota was pudge with 5 ice mail jerkins( or w/e its called) 15% dmg returned to attacker with boots of travel. Not a common build but so much fun watching people murder themselves trying to kill u
And if ur trying to adapt to a situation u did something wrong and will prolly end up losing anyways. if you have a solid team. You should beable to build each hero for a specific expertise and have ur team work with each other so ever aspect is covered and as a whole ur team has no down falls. Maybe im looking at it from to much of a competitive stand point, but games that are competitive and take time to master usually last the longest. Ala sc and cs1.6 living on for 10+ yrs despite outdated graphics
oh yeah and games like DoA where its rock paper scissors and basically guess with a 1 in 3 chance of choosing the right area to counter, compared to game like tekken and vf wheres its alot more complicated and takes knowing every single character to beable to compete at the highest lvl.
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