Quote Originally Posted by BabyYoda View Post
Complexity? But where?
Litterly 2 things I added with nothing complex in it:

1- Every 60 second you switch kardia.
2- Phlegm and Eukrasia is swirch button.

I take inspiration from old astro sect which was much more complex than this
No, that adds stuff with no depth. It adds complexity, for no gain, because no extra depth of gameplay is achieved. That was my point. Complexity and depth aren't the same, I think you mean to say depth when you say complexity.

For example, Dragoon combos are quite complicated. You press 1-2-3-4-5, then 1-6-7-8-5. That's a lot of buttons you need to press at a steady rhythm, and naturally a relatively large amount of motion for your hand. But there is ZERO depth in it, as there is no deviation, no branching, no decisionmaking, no nothing in it. You might as well have a single button that automatically goes through this sequence in order. You never need to veer from this, in fact it you would never want to. For the amount of depth (none), 8 buttons total is a lot of complexity, as it achieves nothing and could just be removed whole at no loss of gameplay depth.

That's what I mean. Such a system adds nothing. It doesn't lead to any smarter gameplay, it doesn't provide skill expression as there is a pre-programmed optimal route to use the new Kardia (nevermind how smarter tank healing pouring a bucket of water into the pacific ocean given current tank survivability, last point where it'd be needed, ever), it just adds new buttons to push in a rote motion. It's the core flaw of the entire current combat system - and hence me saying this is a general and larger issue - that we have so many buttons that provide no gameplay as there is a set pattern in which they are pressed, like a broken simon says game that cannot randomize its pattern, ever.

Now, if your Kardia were forcibly and randomly swapped every 60s (or not swapped, random), and you had to work around whatever you got dealt, that'd still be meh because of what trivial effect Kardia has to tank survival, but it'd be an interesting reactive system.

(also, why post from two different accounts instead of just the one?)