So; the game has 0 strategic depth which is the core issue, the other core issue is that if every interaction isn't random why bother playing. So you want to load into a fight against an ambiguous boss, that does a random spread of attacks in a non-specific order where your abilities and actions will produce unknown effects? I'm exaggerating a bit, but randomization does not allow for strategy, basically your two core issues are at odds.
I think even in its current form, especially recently we have seen the most interesting Tank gameplay perhaps since ARR, and its almost entirely done through fight design. That is to say that regardless of you interest you need not lose interesting aspects of one part of your game for another.
I'm really glad there are people who saw the presentation and are happy, I'm also glad that they willingly showed us such an early concept to allow us to even begin formulating feedback. But I'm not convinced that their implementation matches their intention with what was shown. Sure you can argue that the abilities seem more meaningful but I would argue that such is view is like saying my hand is meaningful, yes it is a core part of my being but it provides me no unique experience to most everyone else who has a hand. In the current design, the recent updates to the 120s tank mits were meaningful, in general they provided opportunities to access mixed mitigation types further enhancing the self protective/sustain abilities of the tanks.

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