Quote Originally Posted by PotatoTree View Post
...
Yeah, watching your video I can see you're miles ahead of me in terms of skill so I do not doubt the things you've said. But, that doesn't mean the game shouldn't be overhauled and changed to be more balanced and fun. You've found ways to make it work for you, but the system is still lacking. I'm not saying they should cater to casuals over experts, as experts deserve the right to win their games, they've but a ton of time into learning and adapting after all. While you're right that not all minions are meant to be balanced to one another, there has to be SOMETHING that balances out all minions else there's zero structure to balancing. Like you said, speed is way more important than type advantage. So why have four levels of speed wherein the slowest ones may have the ability to smash crystals good, but lack in both offensive AND defensive power, making them no better than a sitting duck that can't fight back, whose ONLY purpose is to smash crystals. That's too specific, no average player is going to master this system after sitting down to play it a few times, and ultimately they're going to hate the game just as I do now. At the end of the day, what matters isn't if a system is workable and if you can find a way to have it turn out positive results (as you've clearly done and I think that's great honestly, should be proud of your accomplishments and all). What's important is that the game, the video game we sit down to play instead of.. idk, going outside or playing any of the thousands of other video games out there, is fun. And just looking at the number of players that actively play LoV, I believe we can all agree that, for the average player, it is not fun. And sadly that goes for almost all of the Gold Saucer content. I prefer Chocobo Racing to this, and I've played it a ton to try getting a great chocobo, but even that system is needlessly complex and the grind involved is ridiculous.

The system needs to be simplified and certain aspects need to be balanced across the board. Speed is one of them, (like I said, different speeds don't necessarily have to be eradicated, but they should be linked to abilities that happen for a time, not permanently). Another is to balance according to cost and make minions more or less even in terms of combat prowess based on it, as the advantage of having a single 30 cost vs three 10 costs is rather non-existent. Sure, your 30 cost can probably smack those three minions down on its own, BUT, not only do the 10 costs only need one more minion to activate their ability (which would most likely turn the tide of that skirmish completely), the advantage they gain in terms of map presence is far greater (you can send three 10's in three different directions, you can only send one 30 to one spot).

Every match I've played has devolved (or simply began) with spamming a single minion and seeing which of the two can be smashed against one another better. Even if the players at the top are as good as you are, the average player doesn't seem to be and resorts to this simple, frustrating, and extremely boring one, THAT WORKS. Hell, one thing that would revitalize this game is to cap how many of a specific minion can be summoned at once to five or six, then we wouldn't have the 16 wolf pup wave of destruction comps.