i’m not a moba expert but aren’t the roles in most popular mobas better split in terms of population than wow’s 50 dps per 1 healer problem? i don’t think your quoted comment here was targeting this aspect of it as much as the gameplay itself, to be clear, but i have to think that long-term logistics are a relevant question. we are talking about the company that staked role queue through overwatch’s heart
i was just whining about this in another thread to an extent, but it’s interesting here too: if the top of the ladder is filled with good demon hunters, then the part of the ladder below that, where you’ll find the best players of more inconsistent specs that crumble with poor teamwork, might be filled with the bad demon hunters who don’t utilize teamwork. is that problem realistically self-solving?
i assume this is what was meant by the law of large numbers but the crucial bit here as far as i can see is just whether RSS explodes and 3v3 becomes a fossil over the course of DF and beyond.
pve gets to spit on pvp because it’s much bigger and it gets more dev attention. breaking down this cause and effect has always been weird because it’s mathematically impossible that designing a new playpen and forcibly retiring the old ones all the time is a better return on blizzard’s investment than an equally popular pvp mode would be, and from the outside we’ve spent a decade at least just guessing at why they keep wasting all this money. but they do, and so pve is bigger than pvp, and so people who do 1 and not 2 are infinitely more common than the reverse in terms of pure numbers, and so scorn results.
manfighting seems near certain that this will not be mirrored in the popularity of RSS vs premade arena-my opinion of the company taking care of the new baby is more cynical than that, but i’m eager to be proven wrong.