Originally posted by Avernuscion
Well that is interesting. From my perspective I'd have thought being able to tank more in itself among all classes would be somewhat of a feelsbetter as it allows for more reaction and less frustration value as it allows for more counterplay. While games go quicker because players are being deleted, it still from what I'm aware of leaves a sour feeling thing in people's heads that they just got insta-gibbed.
I do however think that healing metas are more frustrating on the visual perception of it being your enemy just instantly stimpacks back to full and I suppose being just helpless to do anything about it? In a sense a heal is a translation of mana to hp over time, whereas if one doesn't have a heal then this mechanic is scrubbed out entirely. If healers also get speed steroids and so on in the case of Shield of Regrowth and Hel's Inspire but also in the proliferation of having items that increase their movement like Doom Orb, Charon's and Relic Dagger, that's also some b...
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I should clarify burst a bit. In general what I mean is that when players dump their kits into each other, someone dies. Since they have to dump multiple abilities even burst comes out over a few seconds. MOBAs should have a higher time to kill than say a game like Counterstrike by default.
When things get TOO bursty (see old Loki, when you feed a He Bo, etc.) it can become frustrating as you often feel like you cannot play a fight.
Some characters will push for faster responses (if you hear Kuku ult you better Aegis) while others will allow for slower fights but the detrimental slowness is when gods can dive each other, dump 1 to 2 rounds of their full kit, and nobody has died yet. Even if it feels fun to someone who enjoys those types of fights it can be difficult to even end a game in that scenario.
Burst does have a distinct disadvantage as if you aren't attuned to reacting to it (new player as you mentioned) you are more susceptible to what feels like...
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