Quote Originally Posted by gidsonBrand View Post
It's great for any team able to read the field and coordinate their attacks. Which is good for both solo queue players who want to fit in with the team, as well as premade parties that are going in with a plan.

If people being good at the game is bad for the vast majority of players, then I don't know what to say besides git gud.
Oh please don't say "git gud," I credit you with more intelligence than that.

If these changes raise the skill ceiling, I'm all for them.

My issue is that anything that increases the power of zerg+burst does the complete opposite. It means there's really only a single, monotonous strategy. Hence I was thrilled by the partial neutering of DRK+ light parties in 7.1.

We view what is good about FL differently. I recall you lauding the fact that FL is a rare game mode where you can kill 48 enemies at once. To me this is its central flaw.

I'd also note that coordination is abused in practice by some premades, simply because they are padders who are not prioritizing the victory of the team at all. Naturally by killing enemies the goals of the padders and the team can align, but often they don't. There's been an increase in this issue recently on Aether.

I look forward to discussing this with you further when we have some data.