Indeed. It is easy to see whether the mode is busted or not when the game encourages you to restart and reroll the Brutal+ game because a certain combination is almost impossible to play with.
Heck, even the brutal+ description outright told the players YOU WILL LOSE MANY TIMES playing this mode.
Maybe we don’t want stupid garbage or things like aoe automatically making your units explode, moving costing money, the screen turning itself upside down and mirroring it. Maybe we want a game with say more interaction say weak points to target or mutators where a allied monkey can make everyone lose the game.
Maybe I just want fun challenging, like say a final boss fight or Undyne/San fight where the game is challenging but fair and gives you tools to work with where the test is reflex, knowledge and instinct. Not stupid garbage where it’s just fake and artificial difficulty or removes interaction or fun from the game like pve stunlocks / fear or nukes.
Fun or thought required > tedious stupid garbage you can completely have a ally or commander be crippled or unhindered on, complete the match and enjoy none of the game. Only mutations i don’t mind are fun challenge ones like unit buffs or speedfreaks on non baneling waves, life leech or fair hero ones. Fear and concussion are unfun, double edged Is too punishing against small or big units like tych grenade vs zerglings self detonating and sc2 stukov + fatal attraction diffusion is basically the crash your computer mutator. I want to be mentally challenged with options to play, not have to deal with stupid garbage that makes the game less enjoyable win or lose and replaces it with frustration and stupidity.
I admit yeah after a while using one build and once you know a commander and their builds, you can repeat one strat and have it work every game. Once you learn how to win once, you can win the next 1000 times. Doesn’t mean i want a game to be upside down and unenjoyable though
Zeratul already doesn’t have a problem against Blizzard, not sure why this was mentioned?
So is that it though, just the Lava Burst change? If you scroll down later in the post I talk about the sheer amount of mutators that make building static defenses anywhere but the main base/expansion practically impossible. It’s a long list, and as I stated, removing gameplay from the game isn’t fun nor challenging. I think it’s a worthwhile en devour to try to find mutators that we could make affect structures less. Making Lava Bursts not spawn on buildings is actually a detriment to units, because there’s less space to move around, and it could even block off choke points, unless you’re 100% air. That’s the reason I think the change is OK.
Raynor, Zagara, Stukov, Mengsk, Stett, etc. have more mass-able units, which functions poorly if the player gone that route. So they would and should opt for different strategy. And the new change would alleviate this poor choice (and their ally) that 10000000000 poops don’t spawn in 2seconds of game.
Hero-oriented commanders like Dehaka, Tychus, Kerrigan, Alarak, Nova, etc. won’t be affected since Poop’s first attack has no cooldown and will affect the single hero unit exactly the same as they function now.
None of that matters as they are just simple examples. A very reasonable and simple change to Propagator mutator alone would make them still challenging yet not “over the top” punishing.
As it stands, if you or your ally didn’t know how to deal with this mutator, it is an instant loss with 0 chance to recover. And if you already familiar with this mutator, even if you made propagators have +2 range, it wouldn’t make a difference.
And THAT is mutation in a nutshell. Either you know how to deal with it or you don’t - that is the challenging part. The “challenging part” you keep referring to is literally the poor design, where
A single Nuke kills an entire army and is dropped 10-20 at a time all over the map. Babysitting your army is so very challenging, mmm yes.
Infinite missiles that lag the game even more when several commanders already lag the game. How hard is it to add a few different missile types and reduce the number of the same lame missile?
A pull effect with 0 cooldown or immunity for players that when pitted against swarmy or just numerous enemies… renders the player into watching a FFA tug-o-war for 30seconds, how very fun and challenging.
Let’s destroy a gamer’s eyes even further by making everything dark and short-sighted, so they have to focus their screen to do anything. What a challenge it is.
It doesn’t take a 2 year old to understand tedium isn’t fun.
What you may call “removing gameplay” or “poor design” Blizzard may call deliberate choice. They would know for the most part what each mutator does and how it would affect different commanders. Given that they haven’t tweaked mutators all that much since their inception suggests they are comfortable with it doing what it does generally, that they want players to figure out solutions to the mutations even if it cripples certain commanders.
There shouldn’t be a sacrifice to fun to make the game challenging.
Certain mutators are “challenging,” yet very fun. Mutators like void rifts, just die, transmutation, heroes of the storm, etc. fit this very nicely.
Then you have mutators that are more “challenging,” yet provide zero fun factor at all. Concussive attacks, fatal attraction, fear, micro transactions are great examples of that. Who wants to be slowed for 60 seconds every time they engage an enemy? Who wants to lose control of their army for 18373 seconds while they wait for them to warp around to dying creatures. It doesn’t make any sense for a lvl 15 Dehaka to get feared by a zergling or really anything below a hybrid. Who actually enjoys micro transactions?
Certain mutators don’t test your micro skills or map knowledge skills, they just punish you for playing the game and provide a tedious experience.
A baseline for what makes a great mutator should be: does this help the player improve at the game. Does it help their micro skills improve, their macro skills, their awareness? Or does it just punish them for playing the game?
You are a strange one Cyber. On other topics you openly criticize bliz for all their fault, yet on this one you defend them like there is no tomorrow. I think you’re just stubborn and don’t know when you’re just wrong.
Mutators could use an adjustment to be more fun, and that’s literally just that.
They don’t, or have you not read each patch after patch on how they’ve fixed issues after issues? I mean everyone knows that…
And I know you’ve been roaming the forum for a long time. How have you missed Maguro’s Bug Hunts time and time again? How does Bliz know if there are bugs that have persisted for years? You’d think they KNOW after 10+ topics have been posted both here and on bug forum?
You give them far too much credit.
Not only that, you are defending the idea that “Bliz shouldn’t adjust mutators”. Your latest comment is literally saying… “everything was meant to be exactly like that… cuz Bliz wuld knooooo better”.
Like really? How long have Magmines destroyed the Temple? Why did they fix the Zeratul’s Shieldguard’s Reflection Shield against Propagators? Was that deliberate fun for us? Why did they fix the custom mutation to weekly mutation experience exploit? If anything, their inaction on so many bugs suggests:
Indeed. Just not in the way you are making them out to be lol.
That’s basically just trolling if that’s your entire reason.
The discussion OP has posted can (or at least hopes) for a positive change. Like him, I want a better version of the mutation concept, and by simply adjusting numbers of existing code.
Your “playing devil’s advocate” and continuous rebuttal to any changes doesn’t do anything.
I mean it’s one thing to say “not likely they’ll make these changes” but it’s entirely another level when you continuously defend it. Unless of course, your position is mutations are perfect as they are right now. In that case, we can just agree to disagree because I think they are crap lol.