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All Posts by aesperus

All Posts by aesperus

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Originally posted by Fingz

Any aging industry has to worry about new customers.  You're always going to lose your old customers whether they move on or die or what and you need new blood to replace them.

Take a child born in 2000.  How likely do you think that child will pick MMOs as his main source of entertainment?

There are a lot of entertainment choices.  Young people might go into League of Legends, many play Minecraft, and there are a ton of first person shooters. 

Is the MMO industry in danger of losing millions of subscribers?  Meaning MMO players leaving faster than they can be replaced?

Or will young people eagerly join MMOs today as we did way back when?

Good question, but I feel like there is something that needs to be pointed out first.

Blizzard is largely responsible for blowing up the MMO market into the size that it is today. We're talking 10s of millions of players. It's already lost close to half that many subscribers, and many of them didn't switch to another MMO. So, the industry has already lost millions of subscribers from that one game alone.

And Blizzard still has millions of loyal fans, so if they change gears away from MMOs (which they appear to be doing) that is another few million players that could likely leave the genre entirely (for better or worse).

That said, there are younger players that play MMOs. I've played with a number of them (some annoyingly so). However, there does appear to be a much higher concentration of younger gamers in MOBAs and shooters, than in MMOs. Minecraft is kind of it's own beast, so I'm not sure it should be used as a metric any more than WoW should be.

But yes, games are changing, gaming is changing, and the MMOs that pioneered the genre may likely be a thing of the past. If the market does burst, then it will be a mixed blessing. This will mean much smaller budgets and less companies willing to make MMOs. Which means clunkier / less flashy games. But it should also mean more innovation (hopefully).

Originally posted by Bannuk
Originally posted by hayes303

I love how the game has such diversity of builds, but only one that is viable.

Name an MMO that was perfectly balanced from launch and never needed tweaking. 

Sure, it's the flavor of the month right now, but I bet it won't always be.  The nerf bat will swing and when it does there will be a scramble to change builds to next flavor of the month.  It's the same old song that happens in most if not all PVE games that have PVP.  it is very hard to tweak one and not screw up the other if the skills are the same in both.

There's a huge difference between 'not being perfectly balanced' and having 'one build to rule them all'.

The game has flaws, and yes all games have flaws, but that's not reason enough to ignore them. The big problem with this particular flaw, is that it is shared cross-class. Resto/Destro across the board unless you are tanking in a dungeon.

It's annoying in PvE, but it absolutely is killing PvP atm. And it's fairly visible to see in-game (they've recently reduced the campaigns, and not even half of the now 5 are populated). I use other builds when I can because it's fun, but when I switch back to staff the difference is insane. I barely have to try to decimate enemies, whereas some fights are fairly tricky w/ other builds.

This is a two-part problem, and there is only so much a developer can do on their own. Admit it or not, players are actually a big component to this. Whenever there is talk of endgame, it's almost always initiated by the player. "what's the endgame like? Does it have an endgame? Is there endgame raids? Will there be enough endgame content?"

This mentality needs to change if you seriously want to change the design. GW2 tried this, but one game isn't enough to do it. Essentially, you need a game that is built (from the ground-up) around content that is repetitive and fun; without being based around personal advancement (a 1-time goal). Personally, I would love to do away with levels altogether, but people are way too attached to them for that to be a reality at this time.

So, I would make the leveling system more tied to abilities & customization, rather than a linear advancement.

- I would structure the game around exploration, discovery, and a mixture between dev & player created content (i.e. allow players to create they're own quests. For example, hunt down a monster for a specific crafting ingredient one needs to make a special piece of equipment. The reward being either gold, or maybe one of the pieces of equipment that gets crafted, etc.) Rewards would have to come out of the quest creator's bank, but quests could only be completely the number of times set by the creator, etc.

- Make the game progression a community one. Have the focus be on improving the standing of your home city, gathering precious resources, killing notorious monsters / players, etc. Things that can perpetuate and both evolve and devolve. Things that don't have a definitive ending.

I've got a bunch of ideas, but that's essentially where I would start. The best way to change 'endgame' is to not have one. But you need to do it in a way that doesn't draw attention to that stigma. Partially by creating a game and not marketing it as an MMO (even if it is one), and partially by designing gameplay (from the very first minutes of the game) to focus on something other than leveling to a cap to unlock 5% of the content.

Originally posted by Loktofeit
Originally posted by DMKano
The video game industry is changing - Dev studios realize that blockbuster budgets are not sustainable and are a road to disaster. Also 4+ year dev cycle is simply too slow. The Dev studios are looking for smarter, faster more efficient ways of development. As far as pay - it varies but game companies pay top dollar for good talent - sure entry positions are not well paid (customer service etc...) engineers are paid extremely well. The smartest most agile Dev studios will survive and thrive, the big "set in their ways" dinosaurs are facing extinction. ANY tech industry is facing this same issue.

This is exactly why three years ago EA, Activison and most other big publishers have shifted to mobile and small game development, leaving big budget only for the existing successful franchises. 

This ^

The larger the company, the more they need stable revenue streams to keep operational. Big blockbuster projects are anything but stable. We'll still see them get pumped out, but it's going to be more about brand recognition than anything else, and probably not at the same rate as we've come to expect in recent years. They'll be a way to both generate interest and show off what the company can do, while hopefully recouping profits.

- As for pay scales, Software engineers (specifically technical directors) get paid pretty well, as do lead programmers. Artists (animators, modelers, texture artists, writers, etc.) generally don't, even the really good ones. There is a pay scale, but the good artists hit a sort of 'ceiling' very fast, and that ceiling seems to get slightly lower every year. Though it does beat working at McDonalds.

Problem being that while studios try and increase profits, many of the budgets also get pinched. Which squeezes paychecks quite a bit.

Originally posted by Scot


When it comes to gauging how the MMO and gaming industry is doing, you listen to MMO and gaming sites with a pinch of salt in hand. Gaming mags, just the same. Newspapers which have no agenda to try and cover up the cracks are were you get closer to the truth.

This is not the first time over the years that I have pointed out the increasingly tricky position that gaming and in particular MMOs are finding themselves in. The article below looks into the demise of WoD, but gives us an insight into some of the issues gaming in general faces as well:

**snip for length**

Sadly, this is indeed fairly normal.

And it's not just games; it's movies, television, books, and (to a lesser degree) music. The problem is, our gov't (the U.S. government) is extremely clueless when it comes to the entertainment industries. A couple years ago (mid-2012) I remember hearing an interview on NPR with an accountant from the IRS. He was extremely excited, because he managed to find that there is 100million+ dollars in economic net worth completely overlooked in the U.S. economy. Care to guess where he found it? Oops! Turns out there was an entire group of industries that were very integrated into our country's economy. An industry that produces culture & content that we consume everyday, but apparently was still apparently overlooked by the U.S. gov't.

As a result, all of these industries have had to deal with business practices that would be protected against in any other industry. Games, movies, and television having it the worst. This is why companies like EA were able to get away with overworking their employees for so long without overtime pay. This is why companies are able to outsource most of the work to other countries with little-no penalty. And, in many cases companies are about to do so AND get rewarded for it (gov't subsidies).

It's a pretty bad situation, that most people seem to be completely in the dark that it's actually happening. And yes, burnout is a very real thing. While the pay can be alright in these industries, it's been steadily declining every year. Companies now don't pay out nearly as much as they did just a few years ago. Also the demands are a lot higher, and artists especially tend to get treated as disposable. It's basically a situation where you are repeatedly asked (though you really don't have much of a choice) to work long hours, have little-no time off, and get decent (at best) compensation for it.

This is why the people you see that stick it out are passionate about the work they do. They want to make good games. Because if they didn't, it wouldn't be even close to worth all the crap they have to deal w/ to make the game. This is also why you see a lot of talented people leave after about 10years or so.

- And unfortunately, while not every studio is like this (there are actually some really great studios to work at), the number of these studios decreases every year, as more and more get closed down or absorbed by the few behemoth studios dominating the market.

Originally posted by IamLightning
Hey all, im contemplating coming back, but ive been hearing bad things about the variety the game has to offer. Are Staffs really the best option on all classes? Also is there any variety in pve or pvp builds or do you have to cookie cutter to be effective?

Short answer, yes & no.

It really depends on what you're trying to do in the game. For general / casual play, there is a lot of variety. However, for high-end play (trials, pvp) you're options get severely withered down unless you want to be playing with a severe handicap. For starters, trial groups want people who can put out a minimum of 700+ dps, which is very difficult to do without a staff build.

In PvP, most people run staff / light armor, because you do such high damage that u can just blow people up in a couple hits. You can try other builds, but anyone with the aforementioned staff build will just delete you in a second. It's really frustrating, and while they have been working on fixing this issue, it's still a ways off from being fixed.

Any good moba
LFGame « General Discussion
8/10/14 9:21:27 PM
Originally posted by Gorwe
Tbh, I'd like if I could change Smite to top down. After playing Smite for a year(your so), I discovered how phenomenally bad I am with Shooter mechanics(highly dislike the genre). And it's not really improving tbh.

I can't see myself above silver in Smite, yet I was 1817(or 16 whatever) MMR in casual Q HoN(the highest was like 19something and that was Teal). Top 5 percentile. Not to mention that I did reach Platinum in lol(over 2,4k lolking score).

So much about the "a MOBA is a MOBA" argument. Top down really caters to me(most of the time when I don't have to ultra micro 2+ units). 3rd/1st person-horrible! I can't Chain 3 AAs on a moving target!

But yes, besides the perspective and hr idea of "balance"(well if there is none to be found I guess it's somehow balanced as well), it's a phenomenal game! Recommended to anyone who can stomach the perspective.

Perspective makes a huge difference. If you're used to RTS then the twitch mechanics of smite can be difficult to get comfortable with for sure. Though, avoiding playing hunters can help w/ that a bit (as hitting auto-attacks isn't as challenging / important with other gods).

If top-down is you're thing, personally DoTA2 is where it's at (imho) if you want a good, solid game. However, the big problem w/ DotA2 atm is accessibility. You're either highly competitive, of you better have group of friends playing w/ you, or the experience is not the best. LoL is a much simpler / easier MOBA, but it has the popularity to make it very easy to get into (though you've already played it, so I'm sure u know all about it). There are a number of other MOBAs on the horizon as well, seeing as everyone and their dog seems to be interested in making one atm. Dawngate (though i'm not a huge fan of EA) isn't bad, though I've had mixed experiences with the community, there's also a marvel one that's not bad. Also TOME looks promising (it's also pretty damn good for being browser based), but it's still has a lot to develope (limited god pool, limited gameplay types currently). It's basically in it's infancy.

- To some extent I gotta agree with you about SMITE's balancing (though I currently am playing / really enjoy the game). I think their core design philosophy is wrong. They put way too much emphasis on popularity metrics, and casual play (which would be fine for certain gods, but they tend to apply this to every god).

The odd thing is, if you take a good hard look at the game; overall it's actually fairly well balanced. Very few gods don't see competitive play (I can count them on 1 hand), and all gods (except arachne) hover between a 40-60% win/loss ratio. Which is a good thing.

I think when it comes to balancing they have the general aspects fairly well handled. It's the specifics (the execution) that often bugs me. Like taking  janus (a god designed to be hard to play, with  a high skill-ceiling) and repeatedly making him easier, because he doesn't perform well in casuals, but has been destroying in tournaments. Doesn't make sense to me. I also don't agree with how they handled warriors. There are a handful of changes I would make if I was incharge of balance, but unfortunately I'm not, and overall I can play most of the gods in the game without feeling like I have a massive handicap.

Any good moba
LFGame « General Discussion
8/10/14 7:23:00 PM

If you are only interested in fighting AI, then League of Legends or DotA 2 are probably your best bets.

HoN isn't bad either, but I find the above to be a bit more refined. And DotA 2 is very similar to HoN.

Originally posted by grimal
I really don't like this recent trend of pitting two games against each other.  It's one thing when a forum user does it, but putting these as columns, interviews or any official editorial from MMORPG is really getting to be juvenile.  It reeks of "my dad can beat up your dad" nonsense.

I've gotta agree with this.

This site has been letting itself go for a long while now, and articles like this aren't helping. The one thing is that there aren't that many decent sites to talk about MMOs on. However, I'm also getting tired of these types of topics being paraded around. It is juvenile, and it seems like pandering to the lowest common denominator.

When will people accept that it's okay to like different games. Leave the competition up to those that need to make money of these games.

Originally posted by WhiteCross

I quit ESO a couple mths ago.

I was so frustrated. I wanted a dual wield class, but ran into problems.

First a Nightblade, but was hearing and reading that they suck in veterans, so I left that  after level 35 and swttched to Sorcerer dual wield. For the Sorcerer whet Imperial and chased crit surge. Then read that it's not viable in PvP because of impererable (how ever its spelled) stacking, and stopped level 32 on the sorcerer.

After that I just dumped the game.

Seems the best weapons to use in all classes is Destro and Restro staffs.


so, after a bit of time i'm wondering what the best and most viable class is for dual wield.

Templar? Dragonknight? Nightblade? Sorc?

I guess i'm looking for a class that is more than viable. If the best weapon for all classes is a staff, then there is no need for me to resub.

For dual-wield you're best bet is probably going to be DK (Dragon Knight).


The game is still staff wars. That hasn't really changed, unfortunately. Zenimax has stated that they are aware this is a problem, and are working on fixing it, but beyond that we have no real details as to how they plan on doing this. Heavy armor has gotten a bit of a buff in terms of its passives, but it still isn't as good as light armor (though it is more viable for melee builds, now).

The game, unfortunately, has some serious problems with it's core design (talking about combat here). Because they chose to forego cooldowns / secondary resources entirely, the entire combat system caters to spamming 1 or 2 abilities to deal max damage. You can have fun playing other specs, but if you want to be optimal / viable / etc. for PvP or high-lvl PvE, there is a very limited set of builds that are currently considered viable. And because spamming 1 or 2 abilities yields the best results, staves will always be superior (until they take aware the passive mana gain and damage buffs).

Again, this isn't to say that you can't kill stuff w/ other builds, but they do currently get outclassed by caster builds. The one exception being if you're tanking.

Originally posted by thinktank001

TBH, I am perplexed why developers haven't moved towards adding VOIP as a basic feature in MMOs.   As gameplay seems to be moving towards the action variant, one would think that eliminating the need to type to your companions would be a natural evolution of gameplay.  


I find it absolutely stupid that developers would add red circles you need to dodge in a timely fashion, but yet require a player to type to warn their companions.

The reason is a complex one, and it goes back to the topic of this thread.

For some games, people take advantage of in-game VOIP. For others, they simply ignore it like it doesn't exist. It's a perplexing million dollar question. As the choice to implement (and maintain) ingame VOIP is an expensive one. And if your gamers ignore it completely, it turns into a significant chunk of wasted money (though maybe not as much as $mil, depending on the game).

- As best I can tell, the only thing close to a pattern I can see on this topic is as follows:

Games that launch with fairly refined in-game VOIP (that is also well integrated into the game) tend to have their VOIP more heavily used by the community. Games that don't, but work their way up to an in-game VOIP tend to have a MUCH harder time with integrating such a feature. And it seems to be entirely based on gamer laziness / comfort. If gamers start out using a specific VOIP (vent, TS, raidcall, mumble, etc.) they are much less likely to switch clients unless they are forced to.


Originally posted by Axxar

We live in a "want it now" society these days and smart business folk are simply using that to their advantage. Don't like it? Learn patience.

This ^

Who's more at fault?

- The developer who does what's in their own best interest


- The consumer, who refuses to do what's in their own best interest

There is such a thing as fair business practices. However, at a certain point we need to be responsible for our own actions.

Originally posted by MMOman101

I am looking to play a superhero MMO.  In your opinion what the is best one and why.  I just got done trying Marvel Heroes 2015 and did not like it much. 

I am looking for an MMO where I can create my own superhero and it has WASD movement. 

Also it needs to be on PC not console.

Thanks in advance.

Well, CoH / CoV would have that title, but that game is shut down.

Next best is DC Universe Online (which is actually a surprisingly good game).

Last would be Champions Online. (A decent game, but not nearly as good as the above two)

There is another diablo-esque super hero MMO, but last I tried it it was garbage. I think it's called Marvel Heroes or something. Has little depth, you can't make your own hero, and it's built around the idea that you'll give up and pay to buy cooler heroes.

Originally posted by Loke666
Originally posted by Superman0X

The OP's title is correct, there is one simple reason: Money

(ignore the post where they gave 10).

If you want to change things, spend money. Only the money that gets spent has any effect on the industry. If enough people put money into something (Star Citizen for example), then the industry will watch, and try to follow. This is how we got where we are now, and how things will change going forward.

If you dont spend money, you cant effect the market (as a consumer). No one really cares why you are not spending money, they just care about the money that is being spent. The more money you spend, the greater effect you can have on change.

But that is not really the reason, is it?

There is no-one saying that a MMO that earns a lot of money must be really similar to other successful games, in fact a lot speak against that (there is already a Wow and stealing it's playerbase have proven way harder than companies like Mythic thought). It is more about cowardice, lets fund stuff similar to other stuff that worked in the past.

And a lot of really expensive games did far from well, look on Warhammer online for example, it is dead now. Guildwars (1) on the other hand earned in many times the rather small cost it was to make it. there are other low budget MMOs that became pretty big as well, like Eve online.

If you want to earn big money you need a good idea others havn't already have and you also need to do some gamble. Safe bets don't bring in as much money as a high odds one that works.

It's has nothing to do w/ cowardice.

If you're only options are:

A) Take a risk, with no visible evidence that it will succeed; and if it fails you put yourself and 100s of other people out of business / a job


B) Take less risks, be guaranteed that you will make money, but not have as innovative a game as you would've liked originally.

Any sane person would choose option A. And this is a large part of the problem when it comes to MMOs. You can try and keep your game small (low budget, small staff), but it won't go anywhere. It might make a profit, but it won't be enough to really do much w/ your company. People expect / demand so much from MMOs these days that it's become impossible to deliver on a small budget. And, as a result, devs are forced to deal w/ the complications that come as a result of having a large production budget. Mainly, they have to deal w/ producers, funding, investors, etc. to keep their came afloat.

Warhammer died because of it's IP, and because EA is notorious for cannibalizing it's own products / smaller studios to fund future ones.

GW1 was a success, because the creators weren't trying to make an MMO. The game was essentially a 'proof of concept' for a larger game (which is now GW2). The base game was creating by a couple ex-Blizzard devs out of an apartment, on a really small budget. They then evolved the game into something larger as the game got more popular. It still (to this day) isn't an MMO, but it is a damn good game.

However, if anything GW1 is an example of what is missing from todays MMOs (and us gamers). One of the major differences in how we play MMOs now, vs. how we used to play them back at their inception; is that in the past we were willing to support a smaller idea, and watch it grow into a larger one. Now? We want everything right now. And if a game doesn't launch with everyone we want, it's goodbye as soon as something else pops up that even hints that it might have something better.

When GW1 launched it had few classes, a small fraction of the skills it has today, a good (but short) single player campaign, no endgame raiding, and limited PvP (though it was fun). Nowadays, people wouldn't stick w/ such a game long enough to watch it evolve.

Originally posted by Xatsh

FFXIV is a very very well done WoW clone with very fast and meaningful content updates.

IF you love WoW and Final Fantasy, like tab target content, and you like lowman/solo content. You will probally love FFXIV.

It is simply an ultra casual WoW game with a Final Fantasy skin. Best way to describe the game.


There is nothing unique about this game besides maby its crafting system it is alot more deep them most mmos.

This sums it up fairly well ^

And it's not a harp on the game, either. It's a well made, albeit typical themepark MMO. There's a lot to do, but it all feels very polished, and the graphics are nice.

It's a game for people who love final fantasy, and aren't looking for a new kind of MMO. They just want one that's comfortable, feels polished, and has an IP they love.

Originally posted by Lord.Bachus
Originally posted by Zeus.CM
Originally posted by Lord.Bachus
***snip for length***

No gear progression at max level is Con as well as Pro for many people. I for one don't want more gear tiers. I wish they stopped at exotic but they introduced ascended. If they tried that again I believe many would protest against it. People don't want gear progression, only cosmetic progression which is made better since the introduction of the wardrobe.

Whare did you read gear progression?  I said the game needed horizontal character progression, and i described it as skill/trait/ weapon acces...

The funny thing is, Guild Wars 2 does have horizontal progression. However it's mostly tied to gear / cosmetics atm. Which is why a lot of people overlook it. They get max lvl, a set of exotic or ascended gear, and think 'okay, i've beat the game'. Completely missing the point of having 100s of cosmetic skins to obtain, different stats & builds to explore / rune sets / etc.

However, I do agree that this game needs more of that when it comes to skills. If nothing else I really want them to add in weapon-sets. Not only would this add more customization amongst skills, but it would also help to 'fix' a lot of awkward skill loadouts. This perhaps most extreme when looking at the underwater weapons, but there are a lot of weapons in the game that have a mixture of 'defense, offense, and condition damage'. It would be nice to have pistol builds that weren't based around bleeds, or rifle builds for that matter. Or sword builds that could be power or defense oriented. Or axes that were specced for bleeding, etc.

Being able to fine-tune weapon skills to more efficiently fit into a build would not only be a huge benefit to buildcrafting, but it would also open the door to more character progression, which most people seem to want.

Originally posted by Abuz0r

Title says it all.

I can't even name a game in this post or it'll distract from the topic.  There's about 5 current 1 size fits all big budget MMOs on the market right now.  Basically nobody really likes any of them.

Every 2 days I see a post about whats going to be the next big one, does that mean the next 1 size fits all?

Why don't companies make smaller niche games that attract players with similar interests.  People that like them love them and people who dislike them just play something else, simple enough.

Essentially it comes down to this:

1) 'We' don't want 1 size fits all games. We watch games that cater specifically to us, aka 'niche' games.


We also want our niche games to have the budget of a '1-size fits all' type MMO. Which is realistically impossible, and yet we want it all the same. We don't care how much money it takes to make our game, we all want what we want, and everyone wants something different.

And that is basically the problem. We all expect a list of features from every game. We've stopped approaching these games like new experiences. Developers have to consider how much money their games will make, they need to make tough decisions in order to keep their studios from going bankrupt. Because 1 failed MMO costs so much money, that it actually IS damaging enough to bankrupt most studios on the market today.

So essentially it leaves us w/ a couple options. We either start warming up to more smaller budget games (indie or otherwise), and settle for less production value, in favor of more mechanics that match what we're looking for, or we need to settle for games that have some of what we want, but a lot of other stuff we may not. Because it has to cater to a wider audience.

There's also the third option, of learning to check your expectations at the door, and treating each game as it's own thing. But most people seem incapable of doing that, imho.

Originally posted by The.agG

I play Dota 2 (been playing it with wc3 dota for over 6 years now) but i am kinda not sure whether to continue or not. Icefrog's recent balance patches have left a sour taste in my mouth with the game just getting more and more aggressive as compared to what it was years ago. The entire game is about snowballing these days. In most games, the winner is apparent within 10 mins and because there is no abandon, the rest is just waiting for the enemy to end. A lot of heroes are downright overpowered right now as well because of the same aggressive balancing which are obviously first pick material in ranked games.

I wanted to try LoL but i hate the art and absolutely despise Riot's market and player ethics.

Smite i have heard a lot of interesting stuff about and i might check it out sometime soon.

Smite is definitely worth checking out.

It has more gameplay modes than the other 2, and is a lot more action packed. It doesn't have the complexity of DotA2, but is more complex than league.

- I think the main issue w/ DotA2 right now is that Valve seems to be trying to up the action (make it more exciting), to match that over other competitive games. The changes to blink daggers they did some time ago (removing the mana cost) went a long way to increasing this. The games are still long, but you tend to see a lot more fights / ganks now.

However, a biproduct of that you is you also tend to have a lot more snowballing.

Smite tends to have a lot of snowballing as well (especially when people don't ban out the hypercarries), but the games also tend to be shorter. And there IS a surrender vote after 10minutes.

Originally posted by ASVP
I personally love Smite. It's an amazing and fun game to play just wondering which ones you guys prefer

Personally I prefer Smite as well. I think it's an extremely underrated game. However, I've played all 3.

LoL is kinda like the WoW of MOBAs. It's not a bad game, and has been around a while. I don't prefer it, but many of my friends play it, so I still jump in every now and then.

Mechanically, I think DotA2 is the most complex. I really enjoy the mechanics of DotA2, however I find it the least accessible of the 3. I still hop in from time to time, because I think it's a phenomenal game, but I have trouble sticking with it.

Smite, on the other hand, has a lot to enjoy. It's usually fast paced, everything's a skillshot, most of the abilities feel fun to use, etc. I only really have 2 complaints about smite, and they are these.

1) I wish more people played. Not only would it help the game grow even faster, but there are still some issues with the current matchmaking due to population. They want fast Ques, which I love, but it also means getting horribly skewed games every so often.

2) I think they put too much emphasis on population numbers when they look at balancing. For example, in their latest patch they're making Janus easier to play. The reasoning for this was 'while he functions extremely well in high lvl play and tournaments, in casual que he is severely underperforming'. Which is logical, except the god was designed to be a high skill cap character, with the assumption that when people learn how to play him correctly he will do a lot of damage. And they've achieved that, so I don't get the change. There's some other Gods that have undergone equally questionable changes due to a focus on population metrics. (Like nerfing hades because of his unusually high win rate, inspite the fact that almost no one ever plays him)

Overall, the game has deceptively good balance (because they do keep an eye on the statistics and try to keep them inline), however they still make some irksome changes every few updates or so. I'm still /facepalming at how they handled the Warrior meta.

Originally posted by DMKano

All humans are entitled - some of us are just more accepting of it, the rest are more in denial about it.

To be human is to feel entitled - entitlement was born out of human delusion of self-importance.

This ^

When we expect to be given something (which happens multiple times daily), that's a form of entitlement. No matter how justified it may be.

Entitlement isn't inherently bad, but it can easily become a bad thing when we expect too much. Which also tends to happen more often than not. As we are given more and more things every year, our expectations rise with them. And  thus, our sense of entitlement.


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