TheSpoiler
Member
Disagree thoroughly. I think we can identify things that are too good fairly quickly within the given context. Also the concept of ' how the developers meant for it to be played' is nonsense. It almost never survives contact. If you want players to stay commited either listen to their feedback of do a better job at executing archetypes.
Can we, though? Like, we all knew why Urien, Laura, and Rog were OD right off the bat, and that some of their absolute bullshit just didn't have a place in the game. That's true.
But when shit like people proclaiming that Rog's OH is a true 50/50 when it isn't muddies the water. The problem is, the community is made up of a bunch of loud people and sometimes they are too reactionary. When people were complaining about Devil's Reverse EX, like nobody wanted to hear that Bison doesn't even have an OH and has to spend meter. It was just "cheap". Imagine if they nerfed that instead of people just learning to dash under it so it misses. (I'm not saying it's completely fair, I'm just saying a lot of people bitched about it instead of watching that video of the guy who was like "okay let's see if we can figure this out, same thing with the Rog OH thing).
The community takes a long time to get used to things, to adapt, and just accept parts of the game. It's the same reason fitting in with the gameplan of the developers is important -because people will ask for shit that just isn't going to work in the sense of the game's design.
I'm not saying don't listen to feedback, nor brush the consumer to the side, but developers need to take a hardline stance on some things and let it rock, because the game will be a bigger mess based on reactionary shit. I think, on a time scale level, the community is fine, but the first few weeks to months figuring things out? It's difficult to separate salt from flavor.
Better to work in tandem than be ruled by people who are pulling every which way. Going hand in hand prevents that and sets expectations.