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Ease of Play and Viability

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2Bands 08/13/20
34
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hello ‘tis twobands making very quick twilight wings post

Ease of Play and Viability-hello ‘tis twobands making very quick twilight wings post
[IMG=U6F]
Ease of play should be inverse

Ease of play should be inversely proportionate to how viable a certain character or strategy is— the easier something is, the less it should be rewarded.

You might think this is a simple concept— you might even make the mistake of saying that people don’t mess this up that often.

Ease of Play and Viability-hello ‘tis twobands making very quick twilight wings post
[IMG=U6F]
Ease of play should be inverse

Melee Jigglypuff, Brawl Ice Climbers, Smash 4 Bayonetta, and Ultimate Luigi all break this unwritten rule of balance.

If something is both easy and viable, that character begins to get value just by existing (Brigitte and Moira in OW are examples of this).

Ease of Play and Viability-hello ‘tis twobands making very quick twilight wings post
[IMG=U6F]
Ease of play should be inverse

The more demanding a character is, the more viable they should be. Ideally, the best characters in any given game will have a low skill floor and an extremely high skill ceiling.

This allows newer players to pick the character up and perform well, but, as you get to higher and higher tiers of play, the character will need to be played at a higher caliber (and our previously established design will allow the character to be played at a higher caliber).

Ease of Play and Viability-hello ‘tis twobands making very quick twilight wings post
[IMG=U6F]
Ease of play should be inverse

#TwilightWings

#Macine

Ease of Play and Viability-hello ‘tis twobands making very quick twilight wings post
[IMG=U6F]
Ease of play should be inverse
Ease of Play and Viability-hello ‘tis twobands making very quick twilight wings post
[IMG=U6F]
Ease of play should be inverse
Ease of Play and Viability-hello ‘tis twobands making very quick twilight wings post
[IMG=U6F]
Ease of play should be inverse
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