no1hascontrol wrote...
Mendelevosa wrote...
Taking control away from players is bad game design.
Your argument is invalid.
how did they take control away? Are you forced to walk up to a banshee and high five her? Do you have to shoot a phantom with her bubble up? No, that makes your argument invalid.
Edit: I play gold regularly.
Gtag: greyfox forlorn
They take control away by making it impossible for the player to counteract while he/she is in the process of getting sync-killed by an enemy. It would be aceptable if players could have techniques that allow them to break free or ignore the instant death effect of sync-kills. But since there is no direct counter for this, it is bad game design. Plus you have to remember that glitchy mechanics, substandard servers, and poor host connection causes enemies to sync-kill enemies outside of their immediate melee range and ignore other prerequisites.
And you do realize that with all the pressure that each enemy presses on players, it can become difficult to avoid sync-killing enemies, right. All players will eventually encounter these types of enemies at close range. Whether of not someone rarely gets affected by this mechanic, there is no good reason to make it impossible for players to counteract when they are victims.
With the case of melee characters, mechanics such as insta-kills create huge bias against vanguards and other melee-focused characters, and causes favoritism for medium and long range characters. Mechanics should not punish a specific playstyle in such a way.
EDIT: Your post about shooting Phantoms really shows how little you appear to know about how this game works.
Modifié par Mendelevosa, 30 janvier 2013 - 02:30 .