Monday, March 11, 2013

Skull Cannons of LOL

Game balance is a myth.

You know, not a lot of things bother me in WHFB and 40K, but some things are just unacceptable.

Most players consider the Ogre Kingdom's Iron Blaster to be overpowered already.  Here, you have the Skull Cannon for 135 points [talking about WHFB here].  It's a Daemon of Khorne, has T5 with 3+/5++, moves 7", fires a flaming, magic cannon, has the combat stats that makes even combat units weep, has S6 Impact hits that regains wounds.

We have a problem here folks, 3 problems in fact:
  1. The designers there have no idea what game balance is, both internally and externally.  At this point, we're assuming they're just doing random shit, and any sense of game balance is just pure luck.
  2. The playtesters they hire don't know what they're doing, or how to playtest, or recognize potentially abusive, undercosted, or overcosted units.  Either way, I don't know what's going on in this department.  Anyone with half a brain would immediately recognize the problem with a unit like this.  It's really that obvious.
  3. Lastly, and possibly the worst thing of all:  GW is just trying to sell models that aren't selling well, or they know aren't going to sell well, with purposely abusive rules.  The thought of them making poor rules just to models is horrifying.  You know what, it might not even be the designer's call at this point.  If your boss comes up to you and says "make this model sell or gtfo", what would you do?

What do you guys think?  How does something like the Skull Cannon make it past the design studio?

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