Quote (Ziecheik @ 15 Jan 2010 19:46)
imho: (again with the arbitrary numbers, but these are ones that look right to me, this is only concerning 1v1 duels)
Dealing with pub trash players a druid:trap matchup may look like 1:9 or so.
With more competent league players, wsging and so on, the matchup may look more like 3:7 or 4:6, with the trapper needing to be very careful not to overstep his bounds in the duel and the druid being careful not to get caught in hard locks. Not an impossible duel for either side given both players are competent, but it still favors the trapper imo.
With really exceptional players the duel starts to drag out longer and imo starts to swing back 3:7 or 2:8 (a little extreme, but somewhat accurate for me anyway) in the trapper's direction.
The match-up chart which it was based off had match-up numbers based off top level play. But yeah in any game the difference between low level and high level play can change a match-up around completely, a lot of a bowazon's matchups are like this.
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Yes ty. Even 5.5:4.5 is a matchup ratio that fighting game players can say "I'll just play this straight and win by class advantage" But then.. fighting game class advantage is very different from d2 class advantage, with d2 characters being flexible in setup and built differently for different perks, as well as their being hard counters to classes in d2 which shouldn't be existent in any balanced fighting game.
yeah I know you do haha. I'm not sure if you can say fighting game char advantage and d2 class advantages are really different (in a 1v1 gm situation anyway, pubs is a completely different matter) since we should really be assuming that both chars are geared as best as possible to beat the other class. The only thing that is really an issue imo is block differences since block is a ridiculously significant difference. There are loads of hard counters in this game, but if we're just looking to sort out advantages in a statistical table then it's nothing to worry about; just imput the numbers in.