And your personal experience may be objectively correct - hopefully we will get the data to find out. I think before we decide what the correct solution is we need to first define what we want that solution to do. The concept needs to come first. Is it to make some skills more/less appealing, more/less available and/or more/less powerful? Without a concept we've got no direction really.Darkson wrote:I do care that from my own personal experience, that team-building is more boring than it was in older versions. This idea may, or may not be on the right lines to "correct" that. Same goes for traits.
@ garion
That assumes they will win the games they try to do this on.That will not happen. At the moment FF punishes teams that try and do this. You cannot keep recycling players or you will end up having a team that has a 120 TV or more that is spent on nothing other than FF which would help mitigate this to a point.
There are several possible reasons, all linked to appeal of certain skills now rather than their availability.I get what you are saying but this is not something that happened in LRB4 so why would it suddenly happen now?
The main issue I have is that this makes such skills available to bash teams and unavailable to agi ones - there is no comeback at all for them. An all S access team will have a 1/6 chance of getting towards the combo every time they level up. A partial S access team (zons, humans) will only have that chance when one of the S access players levels (typically 4 players).
I think you've leapt to a conclusion there. Team building may turn out to be one dimensional (data pending), but there is no evidence that this is due to a lack of luck in the rolls - you said yourself that many teams are turning down doubles, so that isn't necessarily the case. It's more likely that some development paths are both more desirable and more easily attainable. If you reduce one then you need to maintain the other, and in this case nerfing PO would mean a need to maintain its availability. Personally I prefer that option to reducing availability, mainly because to have one very powerful skill (the most powerful, according to you) available solely on the basis of a lucky skillup reduces the coaching ability factor from deciding game results and places more emphasis on those skillups. Very powerful skillups (stat boosts) are already very limited, but are at least available to everyone.there isn't enough luck in team development at the moment this is why it is so 1 dimensional now and also why skilling up is no longer as exciting as it was previously.