Post by Azherae on 2021-07-22 01:12:33
We have not received permission from CROW3 to share the quoted post.
It's actually because of this that would allow me to support a movement to just have no hard CC at all.
Now, everything I say is biased by my fighting game/TCG playing and seeing human game psychology through that lens, but so far it hasn't steered me wrong...
Games that reward execution skill first and understanding notably second are pain for new players, leading to being very niche, and recent developments in both 'worlds' have indicated that this is just unnecessary design.
"This opponent is better than me already, and one of the ways they demonstrate that skill is in preventing me from playing for short periods of time." if this happens because 'I took an action that was a mistake', demonstrably, as in 'I took an action that I can see I shouldn't have taken', then it's fine. "I was trying to defend myself, but as soon as I figured it out, my opponent made me unable to defend myself", is... less fine, speaking purely from the perspective of 'the loser wanting to continue playing'.
MMOs have no matchmaking. They have no guarantees that you won't be outmatched by pure numbers before you even begin. They have no guarantees that you will be able to coordinate, far less understand, a team strategy. I'm not arguing that those things should change.
I'm just giving background for where I am coming from, going forward. If Ashes says 'oh if your aim is better you get an advantage that explicitly stops your opponent's actions from happening', I see this as the same as a dominating player in Dragon Ball FighterZ. You can say 'there's ways to beat it', and I'll say 'sure, but there's no incentive to play long enough to learn to unless you definitely believe that one day you will get to enjoy the game too'.
(Similarly, if your response to that is 'Well they can just play the same class' or 'they can work and enjoy it eventually', we're back to the 'MMOs have no matchmaking' paragraph)