"Dwinkelm;c-2355909" wrote:
This game is designed exclusively for 5v5.
Except for LSB and DSB, the first and most basic game mode, in which you can bring a sixth member with a second leader ability.
This game is designed exclusively for 5v5.
Except for TB, where you can summon additional units as you battle more than five opponents in any one wave.
This game is designed exclusively for 5v5.
Except for Fennec’s lead and CAT’s unique, which are designed exclusively for a different number than five. And Wampa’s Omicron.
This game is designed exclusively for 5v5.
Except that the point system in GAC is designed to reward 1v5, 2v5, 3v5, and 4v5 more than 5v5.
This game is designed exclusively for 5v5.
Especially for those whom like to pigeon-hole themselves.
I think that when people say that the game wasn’t designed for 3v3, they mean something CCB slightly different.
5v5 is what we use for squad arena, TW, and normal GAC. We also use teams if 5 toons in other areas, like Assault Battles, raids and other events that I’m not thinking about at the moment.
Yes, there are exceptions as you mentioned above. But the key to those exceptions is that they were designed from the ground up to be played differently. The nodes are balanced to have a second leader ability present - some of them were quite difficult at the time even with the 6th toon.
The summon toons are balanced to use that 6th without being OP. Same with the omega battles, etc.
3 v 3 GAC doesn’t feel like it was designed any differently. It just takes what was a 5v5 game mode and says “meh, drop 2 toons and see what happens”. It doesn’t feel like there was much thought to balancing it or designing it specifically.
For most other spots in the game, we select a team of 5 toons and go in. The synergies between certain teams are understood and fairly consistent.
3v3 changes all of that and a lot of people don’t like it. Not a huge surprise really, but it is what it is.