Tab vs Action Combat Philosphy
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@beaushinkle
You are free too. I would say you got close but not a 100% run given we still never got anyone to actually explain why RNG % balance is 'better' for balancing hard CC than other technical based mechanics as a comeback mechanic given:
The luck goes both ways though. The hard cc existing in a simplified state in the first place will mean that the higher skill player will still dominate. Because hard cc is a free damage mechanic by nature and increasing higher skilled players damage means they will win much more often than not.
If the skill gap was close enough that a lucky stun is enough to change the out come then so is technical mechanic based stun. Make them miss their aim, break out, fail a set up due to a required skill getting baited. If the skill gap was high enough that these technical mechanics are unable to satisfy the design goal of 'making sure less strong players have a chance. Then a strong player missing their stun is probably inconsequential to the out come anyway.
The only thing random miss actually helps is 'a random chance to run away.' A noble effort but there are better ways to design around that too without rng.
I don't blame you for not wanting the full 100% run though lol. GGs
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I did, thank you.
It's a reasonable response. I disagree with your conclusion. But it's reasonable.
Your most valid observation was irt the ttk. I think that's a fairly fair statement you made. The reason I don't come to the same conclusion as a result of it is because you view 'stale metas' as bad and preventable. Where as I generally have observed hard cc to be the main source of meta staleing in a majority of the games I have played with it in a variety of genres.
So when you go 'in high ttk games rng works better to balance skill gap while still preventing a stale meta' I go 'but the meta is going to get stale anyway. Why not just take the more technical stun route or since its so problematic to meta staleing and didn't entirely solve the skill gap problem, get rid of stun as a mechanic entirely and settle for softer hard ccs like root, silence, and sleep as the comeback and 'escape' mechanics.'
If I had any faith in 'it not making meta stale.' I think your argument would have convinced me entirely. But I don't.
I think I would therefore be better off asking you what your definitions of high and low ttk are and if you think a hybrid system works better for one or the other prefferably explaining why.
You don't need to though. I'm not 100% committed to continuing the conversation. But that's the most reasonable direction for us to continue if you feel like it.