Quote Originally Posted by CKNovel View Post
So basically you're creating 3 buttons, maybe cutting 1 existing mitigation into 3 differents mitigations.
If the buster is a water attack you need to press your grass mitigation. If it's fire you need to press your water mitigation. If it's grass you need to press your fire mitigation.

Here's the problems:
-Button bloat, effectively creates 3 buttons to answer the same situation except you need to press the correctly colored one.
-Cutting prevemptive mitigation, currently tanks can take advantage of the long duration to predict a tank buster and prevemptively cast their mitigation earlier so it comes back earlier as well while also taking more hits.
-Creates a reactive gameplay instead of the planning gameplay we are used to, this would completely turns the mitigation design on its head.

In short, you'll trade a lot of skill expression related to mitigation for a reaction based gameplay where you just press the exact same buttons but with the correct color, similar to pokemon typing.
I don't see skill expression of pressing 2 or 3 buttons to mitigate 1 attack

It is just more button to press for no reason