So, firstly, I want to define what I mean by ‘disable’. It’s a term that can have many meanings, but what I’m defining as ‘disable’ in this case is “A crowd control effect which disables auto attacks”. This is a CC that generally isn’t well defined amongst other MOBAs, such as how it’s called ‘blind’ in LOL, but ‘blind’ can also mean literally reducing your vision range in that same game.
This is how the thread is going to work. I tell you my opinions about it CONCEPTUALLY, and then once I’m done, you can tell me and everyone else your opinions CONCEPTUALLY. This means we aren’t talking about including it in this current specific patch but as a general in all patches from this point onwards. So basically, I want everyone to use their knowledge of their meta in this game as a whole instead of the current 1-month window.
Let us begin.
WP and CP have been very distinctly different for a long time. WP is auto attacks and CP is abilities. That’s how we were taught these stats at the very beginning of this game in the tutorial, and for the most part, it has stayed that way, other than some exceptions that have popped up over the years. This inherently comes with its own advantages and disadvantages. WP damage is undodgeable, while CP damage is possible to avoid. WP characters have a much lower APM (Actions per minute. Imagine it as tap speed.) needed to reach maximum potential than CP characters. CP has the superior zoning, while WP has the superior anti-assassin ability. These differences are noticeable particularly in the most vanilla characters in both these types, such as Ringo and Celeste. This by itself isn’t a bad thing. Characters with variety, yay! The problem is that many WP carries can do what CP does better, other than AOE. WP Baron can zone just as well as a Skaarf can, and WP characters can deal just as much damage. We’ve seen that in the 3v3 meta, WP snipers have generally been the go-to for damage dealers, with mages being pushed into the Jungle.
Next on the list, items
CP items are all fancy, and they have tons of unique passives. CP over time, CD reductions when you hit abilities, bonus AA damage after a spell, ect. Their unique passives are generally what makes them strong.
WP items are… incredibly boring. I guess a case could be made of Breaking Point and Poison Shiv, but honestly, compared to the CP tree, it sucks. The most interesting passive (IMO) is on Bonesaw, and when have you seen Bonesaw last? Although their item unique passives are mostly low impact, there’s one thing WP has.
Crits.
So many crits.
Just crits everywhere.
As in, two items that get built every game.
Just the mere existence of crits in the WP tree bring up a big issue. Since they’re so powerful for scaling carries, you can’t really give WP carries much more damage, or they’ll dominate the meta as the main DPS (although looking at the past, not having much outside BP and crits didn’t stop them). Imagine if a Captain bought Bonesaw and suddenly the 500 damage Ringo crits became 750, and he could still have 100% crit chance. Imagine if Tension Bow could scale. Gwen would literally be one shotting you even more in your games. Imagine if Serpents had no limit on healing and made every sniper a self-healing factory. Because of how oppressive crits are in VG, the WP tree is difficult to add items too, due to the concern that snipers could abuse them.
Plus, the fact that everyone builds Aegis doesn’t help either.
This screws over WP assassins and bruisers too. The item variety on characters such as Rona is either ‘Normal Rona’ or ‘Cheese Gimmik’, and it sucks to see. And you already know how I feel about WP assassins.
Finally, CC. CC hurts CP characters way more than WP characters. Silences are probably the best example. When a CP character gets silence, they lose a large majority of their kit. When a WP character gets silence, they still have their AAs. The least impacted are snipers, which the most impacted are mages, with bruisers somewhere in the middle since they generally are pretty ability reliant. Now, with the release of ony, there is another type of CC that hurts CP characters more; taunts. Again, this follows the same pattern as above, where mages and bruisers are affected greatly, while snipers keep shooting (and stacking their BP).
What I’m trying to say is that the disparity between CP and WP has grown over time, with WP carries having tons of advantages over CP. Some may say that “that’s just how it works”. In other MOBAs, yes. It really does. ADCs in LOL scale with crit much harder than they do in VG, and they always have a position in bot. This is similar in many other MOBAs. My issue with it is that it REDUCES DIVERSITY IN TEAM COMPS. As a lover of characters such as Varya and CP Baron, I want to be able to be the carry of the team. Double CP carries is something that I find much more interesting to play than 1 of each, or Double WP. But if the meta calls for it, and I want to win ranked, there’s nothing I can really do.
I originally loved VG because of how diverse and fluid the meta was. It wasn’t stagnant and fixed like other MOBAs. But, with the introduction of ony, SEMC seems to be taking steps towards being standard.
This is why I propose the ‘disable’. This type of CC is meant to hurt WP snipers. By disabling auto attacks, CP mages and bruisers can shine, using their much more interesting abilities (sorry Auto Attacks). By making WP snipers weaker through this way, you can add more interesting items to the WP tree for assassins and bruisers while still being confident that for 1-2 seconds, these snipers can be countered. Plus, it just feels right. If abilities get disabled through silences, shouldn’t AAs be disabled through something?
That’s me done. Hopefully, I managed to explain my point. TL;DR WP snipers are oppressive and are a problem in my eyes for the variety of the game, and need a type of CC to take them down a notch, especially considering the advantages they have over CP.
Alright, I’m turning off notifications and going back to Granblue.