Quote:
|
Originally Posted by Sekkira
33% IAS and 10+ regeneration thanks to your dead pets on the class that has the best dps already. C + Space at that point dealt insane amounts of damage and while Warrior's have the best armour, they also have maximum regeneration. On a shout. Which cannot be removed.
Sure it only lasted about a minute, but how many teams can deal with 8 Warriors with 16 in Axe/Sword/Hammer dealing out crazyass damage each, on top of that was the attack skill use on the rest of their bar, which only served to increase the damage moreso. Matches wouldn't last longer than a minute.
A balanced build stood no chance against that kind of dps. The solution? Direct counter. FoC spike. A build that wouldn't ever be considered as viable anywhere else but IWAY but required a decent amount of coordination to get right.
Now tell me, how was IWAY not overpowered?
|
Except that balanced builds (with experienced and good players) were able to cut through IWAY and hold halls at various points during that period. They were just better players at playing balanced builds against builds that were different that theirs.
EDIT: Someone brought up Magic earlier. Even in magic there are builds that will completely wipe away other builds. These are builds that are not restricted or banned. It happens. The only time something is banned or restricted is if it can wipe out EVERY other build out there. If a build can completely wipe out another build without the other one even standing a chance unless it has a counter, then that's fair game. It's a chance you take. Ultimately GW includes chance as well because you have to pick your skills before you see your opponent's skills. If you pick a bad counter then hopefully one of your teammates has one. If none of you did, then make the best of it. Playing a game like this without having to plan for 'unknowns' and being able to counter them is worthless, even more predictable than PvE is. Part of the fun of games like Magic, and even RPG PvP is that there is some element of chance (the fact that you can't use EVERY card/skill you have, but rather you must choose wisely, and hopefuly correctly). Even in realy RPGs (traditional) a mage has to prepare what spells he wants before he knows what he'll need. Not everything can be predictable and not everything should be. By making the metagame (if you call it that) to one in which you never have to worry about countering anything, you are ending up with something just as predictable as PvE. If you want it truly to be non-random, completely balanced, with no chance of deviation, then you really should not be playing an RPG PvE. You should be playing a FPS, preferably one with only one class of player and non-changing environment or a game like chess.
One of the beatuies of Magic is its theme decks. They allow for variation within the game. Some theme decks (even ones released Wizards) are superior to another one (meaning they can stomp the other one with equally skilled payers). What does the other person do? He comes back with a few new cards to counter the most common deck types he may be coming up against (such as a few counterspells if his colors allow for that, direct damage, creature removal, etc) outside of his theme a bit. If he doesn't have a counter for something he comes across, or he comes across a truly unique deck, he makes the best of it and pushes onward.