1 |
I'm sorry about Cyclops, it feels bad to revert work. What I haven't communicated is that I was aesthetically opposed to the slowgun Cyclops, both in design and (I am unsure how importantly) overall feel. My biggest design gripe was that it effectively dealt no slow damage against the majority of units, since they are instagibbed. It was also basically a big Buoy. The gfx and sfx also felt wrong for its size and class.
|
1 |
I'm sorry about Cyclops, it feels bad to revert work. What I haven't communicated is that I was aesthetically opposed to the slowgun Cyclops, both in design and (I am unsure how importantly) overall feel. My biggest design gripe was that it effectively dealt no slow damage against the majority of units, since they are instagibbed. It was also basically a big Buoy. The gfx and sfx also felt wrong for its size and class.
|
2 |
\n
|
2 |
\n
|
3 |
It is important whether a unit feels wrong, because it impacts my ability to make cohesive design changes and continue to balance around it (see Athena). Without motivation to work on tanks we would not have had a Kodachi rework or the Emissary nerf.
|
3 |
It is important whether a unit feels wrong, because it impacts my ability to make cohesive design changes and continue to balance around it (see Athena). Without motivation to work on tanks we would not have had a Kodachi rework or the Emissary nerf.
|
|
|
4 |
\n
|
|
|
5 |
On anecdotes, I also use them as a guide towards replays to look at. When I watch a replay I like the associated anecdote to have relevance to the game. I would not call "Kodachi tries and fails to kill a Cyclops surrounded in Reavers" a demonstration of Cyclops countering raiders.
|