Forum Discussion
9 years ago
" 'Would every buff has a counter' be solid reasoning in this discussion? "
This is a very good question, and my answer would be that this depends on what you mean by "counter".
A real counter is something that turns said advantage into a liability. Let me give you an example from a card game:
1) Healthy metagame
A new set comes out and pretty soon people find "the best decks". Let us call these decks A, B and C
Deck A: is the most powerful deck
Deck B: is a counter to deck A
Deck C: is inherently weaker but good against deck B
In this scenario, Deck A would likely win against Deck C most of the time. Deck C might have a reasonable chance against Deck B. Deck B will likely win against Deck A. It's a rock-paper-scissors meta, the kind we mostly see as somewhat imbalanced but benign.
2) Unhealthy metagame
A new set comes out, and provides an extremely powerful card for Deck A. Deck B can solve that card if it compromises its own strategy. Deck C cannot solve the card and has to cripple itself to solve that card.
(This is the scenario we are in with Tenacity Up)
Now Deck A will likely win against Deck C. Deck B in its compromised state, can no longer consistently beat Deck A. Deck C is either compromised so far that it can no longer consistently beat B, or it foregoes its compromise, but flat out loses to Deck A all the time.
In Magic: the Gathering this happens every few years, and a deck emerges that dominates 60+% of the meta, much like we see here now.
My point with this story is the following: if you need a "counter" to allow you to do your regular thing, you must compromise on your strategy. To truly have a healthy metagame, you need something that punishes Tenacity Up as much as it punishes debuff-oriented teams. So no, having a counter does explicitly NOT mean that something else is not imbalanced. Requiring a counter is in fact a very good way to tell that something IS imbalanced.
This is a very good question, and my answer would be that this depends on what you mean by "counter".
A real counter is something that turns said advantage into a liability. Let me give you an example from a card game:
1) Healthy metagame
A new set comes out and pretty soon people find "the best decks". Let us call these decks A, B and C
Deck A: is the most powerful deck
Deck B: is a counter to deck A
Deck C: is inherently weaker but good against deck B
In this scenario, Deck A would likely win against Deck C most of the time. Deck C might have a reasonable chance against Deck B. Deck B will likely win against Deck A. It's a rock-paper-scissors meta, the kind we mostly see as somewhat imbalanced but benign.
2) Unhealthy metagame
A new set comes out, and provides an extremely powerful card for Deck A. Deck B can solve that card if it compromises its own strategy. Deck C cannot solve the card and has to cripple itself to solve that card.
(This is the scenario we are in with Tenacity Up)
Now Deck A will likely win against Deck C. Deck B in its compromised state, can no longer consistently beat Deck A. Deck C is either compromised so far that it can no longer consistently beat B, or it foregoes its compromise, but flat out loses to Deck A all the time.
In Magic: the Gathering this happens every few years, and a deck emerges that dominates 60+% of the meta, much like we see here now.
My point with this story is the following: if you need a "counter" to allow you to do your regular thing, you must compromise on your strategy. To truly have a healthy metagame, you need something that punishes Tenacity Up as much as it punishes debuff-oriented teams. So no, having a counter does explicitly NOT mean that something else is not imbalanced. Requiring a counter is in fact a very good way to tell that something IS imbalanced.
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