I’m talking about the core design principles that apply to any game, and every game. i.e. StormArrows are not clearly telegraphed, and do not provide a counterdefence after they land. And inside 35m range, when accounting for network lag, system lag and the physical limits of human reaction, the arrows basically cannot be reacted to.
Granted, this is standard for Snipers in videogames, but the solve for that issue, they offer a whole extra layer counterplay against the Sniper.
i.e. Near Instakill Assault Rifles, Everybody can Rez downed teammates that can crawl, Just make the Glass Cannons actually have Glass.
Counterplay
The elements of counterplay:
- #1 Possible: Is a response possible?
- #2 Clear Telegraphed: Is the need for a response clear, with enough Time for a response?
- #3 Interesting: Are responses varied and nuanced?
https://www.gdcvault.com/play/1018273/Counterplay-and-Teamplay-in-Multiplayer
https://leagueoflegends.fandom.com/wiki/User_blog:JAlbor/GDC_2013:_Teamplay_and_Counterplay_in_League_of_Legends
https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2013/slides/822829%20Cadwell_Thomas_Counterplay%20and%20Teamplay.pdf
And “well then you should swap”, then that becomes a Balance problem. Because “Choice Reductions” are Balance Problems. By Definition.
What is Play Balance?
Sid Meier once said, “A game is a collection of interesting choices”. It follows that game elements being out of balance and thereby eliminating choices detracts from the gameplay. Ideally, a game should be a series of choices, ending with victory of defeat or some other end condition. Sometimes, some choices will become unquestionably the only choice, or definitely not a valid choice. If there is only one valid choice at some point, but the game hasn’t ended, there is a play balance problem. Nearly all situations commonly referred to as imbalances can be boiled down to a choice reduction.
https://archive.gamedev.net/archive/reference/articles/article1765.html
https://www.youtube.com/watch?v=WggIdtrqgKg
A Bronze Nintendo Switch player should be able to land all their shots as bodyshots against a DiveTank at close range.
Well I did suggest a rework for Pharah.
Which should be rather familiar.