Uberschveinen wrote...
And now people are saying that a class isn't viable unless most people can play it on Platinum.
That is just... I don't even know.
The ENTIRE BASIC POINT of Platinum was to have a difficulty that was far too hard for almost all the players of the game. That was the design premise from start to finish. If half the players of ANY class can extract on Platinum it would mean that the entire game difficulty is broken.
Silver and Gold are better examples, because the design premise seems to be that any team that isn't actively terrible can beat Silver, and any team that is not flawless should face the prospect that they may fail Gold. The balance point Bioware takes, based on everything they do, is that somewhere between Silver and Gold is their magic balance point. If you talked about viability meaning most people should beat Silver and most people should not quite beat Gold, then you'd be talking sense. But you're not going to say that because it undermines your claims entirely.
Too hard for most players does not equal too hard for most characters. The former is desired, the latter is a failure in game design. It's the same craptastic balancing mechanism which WoW revolves around. It's also common with any competitively designed game. Theorycrafting determines the most effective DnD characters, the best structure decks in card games, and the most able characters in fighting games like Super Smash Bros.
Modifié par BaladasDemnevanni, 24 juillet 2012 - 02:50 .





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