|
|
|
|
|
by anttiharju
1062 days ago
|
|
This reminds me of some game design video/article/talk (don't remember) where a MOBA (League of Legends?) was at least attempted to design in a way that there would be the balance of the imbalance. It boils down to sure, some playable characters are too strong, but given enough characters to select from, the "meta" will shift around because there'll always be something else to counter whatever the other team chose. There might be a lack of balance in a single match, but across multiple matches, there's no one stable winning formula. Really wish I had a link to the resource I'm trying to reference here. |
|