Personally I think it's a design flaw.
Maybe for 1v1 it is okay, but what is "early" in 1v1 is not the same as what is "early" in 2v2 and above. The early game goes away much quicker in team games, which makes the late game units come out faster and become more prominent. Thus, the "early" advantage largely goes out the window. A victory point match even in a 1v1 with equal players is always going to have a longer "late" game period. It is a time based match by definition, unlike starcraft which is elimination. Why would you want to have any kind of early advantage when that window of time will almost always be smaller than the late game window?
I mean Relic even balances the game by tweaking the CP cost for things because they feel a unit comes out too early or late. Well, this is a linear function and obviously this is not going to translate well in team games.
I suppose it boils down to whether you like 1v1 or team games the best. I think 1v1s are boring as hell personally. I also don't like knowing that I have to win in this tiny timeframe and if I don't I'm in for a long battle of frustration. Why would anyone want to fight the longer late game uphill battle?
Like I said, for me it's a flaw in that I don't find this concept to be enjoyable nor do I think the game can really be balanced in this way that will be amenable for 1v1 and team players.
Not to say that I don't love this game, I certainly do, but there are simply things I don't agree with that they didn't learn their lessons from COH1.
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1099614.642-1
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2