So excited for this video! These updates are huge and show the dev team found a solution to balance heroes outside of actually touching them.
@michaelpurdon7032Ай бұрын
Pro players thinking they were even thought about when Blizz was making these changes makes me laugh ngl
@jodyirlАй бұрын
Dude. Side note: you are going to be a huge content creator. Your insight is top notch and the thought you put into your videos is obvious. You have quickly become one of the channels in the must watch category when you drop videos. Keep grinding man!
@xyner8834Ай бұрын
Agree
@HughMongusJazzholeАй бұрын
Gameplay be damned, that elevator at the begining of Dorado is out of place and ruins the vibe of what is objectively, a pretty map (ik competitive players aren't looking at the scenery, but still)
@Uragan00829Ай бұрын
There's nothing objective about that lol
@HughMongusJazzholeАй бұрын
@@Uragan00829 I says what I says
@Uragan00829Ай бұрын
@@HughMongusJazzhole Well dear fellow your use of objective is objectively wrong! ☝️🤓
@HughMongusJazzholeАй бұрын
@@Uragan00829 Aight fair
@Mrs.Magix58Ай бұрын
I don't give a SHIT
@aSuperPi.Ай бұрын
I really liked all the reworks, except for Circuit Royal, in the end it plays exactly the same and some of the changes just aren’t enough to change anything.
@bye1551Ай бұрын
I personally disagree. Maps should dictate play, in my opinion. Different compositions should be stronger and weaker with different geometries. How you play matters, sure, but what you play and your knowledge of the game SHOULD matter as well. Knowing dive is better on this map and having a skill category broad enough to capitalise on the strengths of it should be rewarded. 1 tricking, avoiding elements of the game and just hyper specialising *should* be punished. If the greatest X player can always win when X is viable, X cannot be viable all the time. Diversifying your skillset *is* a skill. I don't think these changes were all bad, but Dorado's identity was so closely linked to the necessity of mobility and removing that necessity weakens its design principles. If every map allows every composition to be viable, we might as well not play on different maps. Its like how the smash community eliminated everything that wasn't 1 JH 2P 1S maps (1 jump height, 2 platforms, 1 stage) for the sake of allowing everything to be viable and there is barely any difference in what actually gets picked. Different smash characters used to prefer different maps to capitalise on their strengths or shore up their weaknesses. Counterpicking to a bad map for your opponent was a way to get the upperhand in a bad matchup. Now, every map is practically the same save 1 or 2 outliers like final destination. Removing this element of the game homogenises it and makes it fundamentally less interesting. In my opinion, if all you can play is ground tanks, you should be punished heavily through maps like Dorado. Counter picking should be a viable strategy as a means of punishing hyper specialisation. That is a skill expression, skills practised outside of that particular match but skills nontheless. This was a very well reasoned argument though, and while I disagree I massively respect the way you've framed it and engaged in good faith.
@darkcat6530Ай бұрын
i mean overall these maps are still pushing certain playstyles and comps it's just not as extreme, like dorado is still a dive map and circuit is still a poke map it's just not that anything else is unplayable but is still a weaker option
@yeetadogАй бұрын
imo, so long as a player who plays primarily/only ground tanks is forced to (occasionally) play dorado and other maps where ground tanks get shafted, those maps need to at least have options for ground tanks to do stuff, the moment the tank player in question can AVOID playing super high ground focused maps, they don't need to cater to ground tanks anymore, but so long as we don't have any sort of map preference/pick/queue system, everyone needs to be able to play every map to some degree, and old dorado, especillay 2nd was fucking dogshit for a ground tank