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Old 05-19-2021, 11:29 AM
unsunghero unsunghero is offline
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Join Date: Aug 2015
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Quote:
Originally Posted by starkind [You must be logged in to view images. Log in or Register.]
PvE is generally a game of memorization and preparation.

Most people don't want to be able to lose to innovation and creativity.

Kids who feel like they are good because they win at pvp... well. Yeah. You're great at being a scripted AI yourself lol.

So many people lack genuine self awareness and ingenuity, it's being deliberately bread out of people.

Imagine getting paid to be a raid encounter and own newbs tho [You must be logged in to view images. Log in or Register.]
Well, there is no such thing as “owning noobs” when we are talking about an environment like rated arenas

For one, when I was doing arenas you were matched against someone of similar skill. Nowadays apparently there is a lot of “boosting” which is selling rating by carrying a scrub, when I played it wasn’t nearly as prevalent

You also tended to have almost identical gear. There was a best in slot for pvp, and that gear was almost always a set you earned by doing pvp

So close in skill, close in gear. The only thing that you could use to an advantage is your team comp. Just like how in card games an aggressive deck tends to counter control decks and control decks tend to counter midrange decks, etc, arena comps could be like that. There were some that had a significant advantage over another

But usually it wasn’t destiny. Kids who feel like people who were good at pvp lacked skill, could never hack it at pvp. It’s like saying “basketball is a silly skill-less game. All it takes to be good at basketball is being tall” ok there, go see how well you do in the NBA

In pvp, you would have (if you were skilled) a strategy based on opponent’s team comp going in, that’s your macromanagement. This you would need to adjust on the fly. That’s your micromanagement. No one could get to the top rank in arenas by thinking “ok every time we see [x] comp we do [y] plan”. Because at super high ratings, a skilled team is going to anticipate it, because they’ve likely seen it 50+ times that week in games, and they will adjust to make it difficult or impossible. So adjustment in response is necessary

The thing that keeps the skill level from approaching something like a RTS game is the global cooldown. There is no way to separate oneself as an extremely fast player when you can only execute so many actions per second. Unlike RTS where people can have APM’s (actions per minute) in the 300+ range