He didn't say it's a good thing.
It's just better than the other option.
Not necessarily a better* thing
More equitable bad is worse than scarce bad
He didn't say it's a good thing.
It's just better than the other option.
That's a very narrow way to look at it, completely missing the part about how it's more feasible to engineer balance against equitable "bad," compared to "scarce bad."
More equitable bad is worse than scarce bad
You sound like a NX spender who doesn't like losing any edge gained from the poor decision of spending NX on this game. o/
Privileged imbalance is more imbalanced than equally distributed imbalance, because an equally distributed imbalance is balanced :skip:
I don't care about population balance as much as mechanical balance.
Then the burden is on you to demonstrate how this creates an imbalance if you claim it does.
At most you're looking at a measly 5 damage gain compared to the scarecrow, is that really such a big deal?
I'm very interested on the imbalance this supposedly creates.
That's my question on the subject too.
power creep via events, go to hell.
power creep via NX.Better than
unbalancing of a game due to successive releases of new content. The phenomenon may be caused by a number of different factors and, in extreme cases, can be damaging to the longevity of the game in which it takes place.Power creep is the gradual
As new expansions or updates are released, new game mechanics or effects are introduced, making it increasingly difficult for older content to remain in balance without changes. Usually, this means new content releases grow successively more powerful while older content becomes regressively outdated or relatively underpowered.
You both should pay more attention to context before bashing.
Asking you explain your claims is not bashing.
Also, that definition is flawed. In order for power creep to be an imbalance it would've had to be balanced to begin with.
Then the burden is on you to demonstrate why there was never any balance.
Then the burden is on you to define the scope of what constitutes balance. We could do this forever.
In game design, balance is the concept and the practice of tuning a game's rules, usually with the goal of preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers.
Also, I didn't claim there was or was not balance present. I stated that the definition was not applicable to all situations.
If you weren't referring to the totems you've yet to explain what you do consider the power creep this event is introducing.
But now it's defined.
And technically it is applicable, in an imbalanced system a power creep would just create further imbalance. Not everything has to be black and white.