Quote (Azn Masta @ Feb 12 2015 02:01pm)
You can't put a restriction on "overly" defensive play because that is dependent on each person's perspective. It's better to completely ban a skill that can be "abused" to avoid people misusing it, than to "restrict" a grey area such as play style.
In HvG, how the match up works generally is to chipped down hdin with safe mb and traps. WW when they stomp if applicable and when they charge out of your mb lock. Problem is IF they wanted to, they can heal it all back up with less risk since they're allowed more room for error. A ghost can make 1 mistake and go from full life to 0 instantly. When the Hdin mess up (and you did a lot of times) I can get off maybe 1 hit check of ww through that 50% DR and 75% block and high defense.... Even if its a major mess up and I ww you while charging, I notice you only lost all of 20%-25% life. That sure seems a lot more flexible than me who 2 hit = dead.
It's called a matchup advantage, a ghost shouldn't beat an HDIN and that's just the way it is, you don't make rules specific to THAT matchup to adhere to the ghosts needs, that's like saying since DvN is advantage the Druid shouldn't be allowed summons because it's already an issue hitting them with summons... It's just an advantage, now put your ghost vs the rest of the entire game you have MAJOR advantage, you don't see those matchups saying you're not allowed to use traps or mb cause it makes an already hard duel harder..
This post was edited by yostraydog on Feb 12 2015 03:36pm