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Anonymous /vg/531287957#531670954
7/18/2025, 3:58:38 AM
>>531669946
2/2

While I am not super good at the game, The amount of hours I put in seem worthless already. How should the Seven know how this system works, or even bother to learn it? All this system does is punish people trying new things, teaching them "hey dude you should never, ever buy these 75% specific items on this specific hero". When does the game get fun, or reward fluid intelligence? MOBAfags often cannot answer this. Chess, Poker, Quake, CS, Broodwar fags can answer that, but MOBAfags cannot.

It also explains why this game had a severe drop in players. What you see is ~NOT~ what you get. Valve had the chance to make a new multiplayer shooter, and they wasted it on weird psychology of MOBAs, where you lose control of your character in fights, and you're assaulted by a myriad of bad choices that only require sheer exposure to overcome.

>"buying items is a core skill component of the game"

I mean, somewhat? How much brainpower does it take to buy decay versus Shiv? That's just learning basic bitch counters. How much brains does it take to buy debuff remover when playing Shiv? These are not critical thinking tasks, more learning "oh your hero buys this XYZ item" which takes time. Nothing against time, but at some point you learn everything, and the fluid intelligence has yet to present itself.


Which is the next point, the stockholm syndrome. Some people with excess spare time are willing to grind the game, learn every niche, whereas most people cannot dedicate multiple hours a day to learn the game. Bad game design becomes a point of pride, "I know the game better than you do because I can learn rote memorization". Neither Chess, Poker, or Quake suffer from this, nor do many other competitive games, only MOBAs have this issue.

Patches that wildly swing balance also contribute to this issue, where you have to relearn what items are good on what heroes, and you cannot take a 6 month break from the game and come back to it. 2/?