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	<title>ETF2L &#8211; Latest activity in &#8220;Morello (some guy working at Riot Games) talks about TF2 medic (competitive)&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-22835/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Reply by Dauk</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-2/?recent=409989#post=409989</link>
    	    <description><![CDATA[<i>Quoted from MoZz</i>
		<blockquote>To be honest, I don't know why stalemates are considered to be something bad.

The team that is better will capitalize on their opponents mistakes to break the stalemate in their favor.

If it wasn't for stalemates a match would degenerate to a 24/7 dm fest, where positioning i.e. makes a minor difference.</blockquote>

I think he said that stalemates are just a result of a bad game design, in this case that ubers can be only countered by other ubers.

<i>Quoted from Enef</i>
		<blockquote>I do find it interesting that a high level employee in Riot watched Competitive TF2 for a while, maybe another mixup match player there?</blockquote>

Well he is leading champion designer for lol, so yeah I guess if your job is to balance champions then you should explore different games with differents styles and so.]]></description>
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    	    <pubDate>Sun, 23 Sep 2012 01:33:25 +0200</pubDate>
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    	    <title>Reply by CrashSite</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-2/?recent=409989#post=409977</link>
    	    <description><![CDATA[<i>Quoted from choiie</i>
		<blockquote>
snip
</blockquote>

Hmm, the example you used is not that helpful. Both teams didn't have healers. The point he was making that is if something can only be countered by itself then it leads to stalemates. So not only would Dota2 have to be shown to make all healers 100% necessary without counters, both teams would also have to run it.

There is no argument that TF2 is medic focused, but what he fails to take into account is that the counter to medic's uber is killing before he gets it. This is what leads to aggressive play.]]></description>
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    	    <pubDate>Sun, 23 Sep 2012 00:34:34 +0200</pubDate>
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    	    <title>Reply by chojje</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-2/?recent=409989#post=409976</link>
    	    <description><![CDATA[I feel that he's completely wrong saying that healers only lead to stalemates; consider a push without a medic ( no overheals, no uber, nothing to save people being focused ). This would obviously make pushing less viable and lead to a more stalemate-centered game. Medics using their ubercharge to gain positional/health advantage, and then using the fact that they can sustain the team is - in TF2 - the only reason why pushing is possible.

The same goes for other games, my example being Dota 2: Without an item like Mekansm, pushing would be nearly impossible, and in order to keep a push going you need some sort of sustain. I remember in particular a game where we stacked necrolyte, dazzle, omniknight, treant and some carry, and spent 5-10 minutes in the enemy base from the 10 minute mark (if you're not familiar with dota: this is quite extreme). Just because of that sustain, we were able to not keep a stalemate up; we forced the opponents to react to our aggressiveness (allowed by the sustain).

Apparently (judging by the thread) there is no such thing as sustain in LoL, but from my limited experience this will only lead to any sort of group action either leading to either team wiping entirely, or nobody taking a fall at all. Because there's nothing to keep you in the fights, most often both teams will retreat without really engaging fully (and occasionally there are chases which end with someone using the 100% retarded flash spell).

To conclude: Medics/Healers/Sustainers is what allows for aggressiveness in this kind of games. This person claiming healing leads to stalemate seems to be a prime example of what LoL and Riot Games are: stuck in mindsets that won't take gaming forward.

(on a sidenote: interesting that he actually follows comp TF2; sad that he (as a developer of a competitive game) doesnt see the need for a difference in meta between pub and comp play.)]]></description>
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    	    <pubDate>Sun, 23 Sep 2012 00:30:16 +0200</pubDate>
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    	    <title>Reply by SPHunt3r</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-2/?recent=409989#post=409974</link>
    	    <description><![CDATA[Please remove demo from 6vs6, because stalemates are produced because of him. He can sticky chockes and that why ubercharge is needed to push.]]></description>
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    	    <pubDate>Sun, 23 Sep 2012 00:13:29 +0200</pubDate>
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    	    <title>Reply by Setlet</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409973</link>
    	    <description><![CDATA[<i>Quoted from Hildreth</i>
		<blockquote>[...]

When you put it like that Setlet it seems this guy has no idea what he is on about, I don't know if you're just para-phrasing though.</blockquote>

What do you mean? The OP just responded to the first post Morello did, and then Morello responded to him. I didn't take anything out of context.]]></description>
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    	    <pubDate>Sun, 23 Sep 2012 00:02:36 +0200</pubDate>
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    	    <title>Reply by davemarsh</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409806</link>
    	    <description><![CDATA[Very interesting discussion, thanks for the thread and link]]></description>
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    	    <pubDate>Sat, 22 Sep 2012 06:53:43 +0200</pubDate>
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    	    <title>Reply by JakleIsMe</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409805</link>
    	    <description><![CDATA[I wouldn't call ubers destructive to the gameplay and it doesn't govern a team's possibilities as much as he thinks; using it as an example on how to balance a role in an entirely different game is foolish.

but w/e he mentioned comptf2 sorta WOOYEA]]></description>
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    	    <pubDate>Sat, 22 Sep 2012 06:07:02 +0200</pubDate>
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    	    <title>Reply by Ond kaja</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409786</link>
    	    <description><![CDATA[5v5 medlimit 0 please]]></description>
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    	    <pubDate>Sat, 22 Sep 2012 01:13:37 +0200</pubDate>
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    	    <title>Reply by Hildreth</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409783</link>
    	    <description><![CDATA[<i>Quoted from Setlet</i>
		<blockquote>....</blockquote>

When you put it like that Setlet it seems this guy has no idea what he is on about, I don't know if you're just para-phrasing though.]]></description>
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    	    <pubDate>Sat, 22 Sep 2012 00:51:12 +0200</pubDate>
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    	    <title>Reply by Pennyfarming</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409780</link>
    	    <description><![CDATA[Thanks for linking was a good read]]></description>
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    	    <pubDate>Sat, 22 Sep 2012 00:24:13 +0200</pubDate>
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    	    <title>Reply by Enef</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409745</link>
    	    <description><![CDATA[I do find it interesting that a high level employee in Riot watched Competitive TF2 for a while, maybe another mixup match player there?]]></description>
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    	    <pubDate>Fri, 21 Sep 2012 21:30:20 +0200</pubDate>
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    	    <title>Reply by MoZz</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409743</link>
    	    <description><![CDATA[To be honest, I don't know why stalemates are considered to be something bad.

The team that is better will capitalize on their opponents mistakes to break the stalemate in their favor.

If it wasn't for stalemates a match would degenerate to a 24/7 dm fest, where positioning i.e. makes a minor difference.]]></description>
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    	    <pubDate>Fri, 21 Sep 2012 21:25:21 +0200</pubDate>
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    	    <title>Reply by Setlet</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409741</link>
    	    <description><![CDATA[<strong>The OP:</strong>


		<blockquote>I come back and I start a Tf2/ Lol Healer debate. Yay


 Anyways, I have to disagree with this, Morello. From my experience, competitive play in TF2, as well as most game multiplayer games, is all about strength in numbers. 

 If you pick of 2 or 3 team members, it doesn't matter that their ubercharge is up. You're team can easily split and/or back up for 8 seconds and then easily wipe the team and capture the objective. In this example, the medic has no value to the team, as the team had no damage. That is to say; all enemy kills are of equal value. 

 And I noticed several people earlier commenting on how airblast is a secondary counter to the uber. Of course, you respond with something along the lines of, 'Pros don't run pyro'. This can't be farther from the truth. I've seen pyro ran as an offclass more often than any other, except the engineer. 

 Also, see highlander competitive play, where all the classes are used.

 You bring up good points and relate them to Moba's fairly well. However, I think the competitive fps genre, TF2 specifically, is outside of your judgement range. Understandable, considering you work on Moba's for a living.</blockquote>


<strong>Morello:</strong>


		<blockquote>Maybe my insight is outdated here since I've stopped watching the TF2 pro scene a few months back, but in my experience with this:

 * Pyros are ran as an offclass to counter ubers, and usually ARE being ubered when they do it.

 * Trading Solly/Scout for your Medic is a loss in a fight. I'd say depending on the fight, you could trade 3/1 if you got their medic and they didn't get yours. The ability to sustain a push (as well as uber) outweighs the other losses.

 * Scouts exist to sac medics from flanks, largely. 

 * Highlander is MUCH better, though the medic is still most important.</blockquote>]]></description>
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    	    <pubDate>Fri, 21 Sep 2012 21:19:54 +0200</pubDate>
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    	    <title>Reply by Animal</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409738</link>
    	    <description><![CDATA[so another guy who thinks tf2 should be like any other fps game, eg with 6v6 scouts/snipers... so what?]]></description>
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    	    <pubDate>Fri, 21 Sep 2012 20:55:08 +0200</pubDate>
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    	    <title>Reply by Enef</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-22835/page-1/?recent=409989#post=409736</link>
    	    <description><![CDATA[
		<blockquote>* Medics become the game in skilled play. The entire gameflow is dependent and reliant on the medic, to where killing him or not becomes the central focus. This is because the gameflow relies on them to move action when all else is equal.

* Ubercharge is only counterable by another ubercharge, unless one team is significantly better than the other. Anything countered by itself creates a single path to victory.

* Constant healing/overhealing changes the entire combat pacing. This exists in WoW, TF2, and if healing were more prevalent, LoL. It invalidates attrition and removes long-term pacing (well I didn't kill that Soldier, but he's at 10% health and therefore 90% easier for a teammate to clean up) and makes burst much more powerful. Simply, it lessens strategic variety. As you guys have seen over LoL's lifespan, any fight that doesn't resolve near-instantly (Counter Strike) can easily result in no change or progress at all.

* Medics remove action from second-to-second combat. For FPS, primary gameplay loops are created through positioning, aim, reaction time, movement, map feature exploitation and matchups. The satisfaction of that encounter results in the death of a player one either side. Medics prevent that satisfaction from occurring.

* In order to make a healer satisfying, they have to be disproportionately impactful. A Priest in your War3 army can be balanced more easily, because the little Priest doesn't have to derive meaning or satisfaction out of making the life bars go up. But when you ARE that Priest, it has to feel good to create a positive experience - and doing so when your job is resource refilling, it needs to be pretty beast to make that feel noticeable.</blockquote>

He's pretty much right, to be honest.]]></description>
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    	    <pubDate>Fri, 21 Sep 2012 20:43:07 +0200</pubDate>
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