I was reading some articles on MTG from their official sites, and they talked about how back then they thought Ancestral Recall was balanced compared to a Healing Salve and so on. But the guys who made MTG started out as inexperienced guys so you can probably forgive for their earlier mistakes. But what excuse do modern, presumably highly-paid designers have? Now I know the common excuse is that games are complicated, but just because something is complicated doesn't mean you should have one character/team completely dominating everyone, or that you can put together an infinite combo by using your first two abilities. I'm pretty sure if me and a few random guys starting playing say, Street Fighter 2, or even Mortal Kombat, even with all the knowledge accumulated by now, it'd be far less broken in terms of balance compared to quite a few modern era games I can think of. Maybe that's because characters in Mortal Kombat had nearly the same moves, but it's still better to get something right that isn't exciting, versus something that's exciting but is just flat out wrong. I mean this scenario literally shows up in almost all significant competitive game I can think of:
Player: "Ability X is totally overpowered!"
Dev: "When we designed abilities we want players to feel powerful."
Player: "So pushing one button to instantly kill a guy is fair?"
Dev: "We said players are supposed to be powerful!"
Part of it I think is because of the so called rock-paper-scissor model. It can be Protoss beats Zerg beats Terran beats Protoss, or tank beats dps beats healer beats tank. Invariably though you end up with something that's more like some guy just beat everyone. The failure of such model, I think, is that people seem to design some kind of natural rock-paper-scissor model, even though this model does not make sure in nature. Animals at the top of the food chain usually do not lose to someone on the bottom of the food chain. Artillery is the most deadly weapon by kills in the history of war, and the tank is pretty much strong against everything except helicopters, which is why the tank is the main combat unit of modern warfare. A rock-paper-scissor model has to be contrived, something like 'class X magically deals 200% more damage on class Y', because there's nothing natural about a rock-paper-scissor model, and yet we continue to try to model games assuming there's some kind of natural way to do it. In any historically accurate game, if you could mass cavalry you should always mass them because there isn't a counter to cavalry until there are guns (cost prevented this from being possible in real life, but games usually don't respect such things), so either you accept that or you better come up with some really bogus mechanism to ensure this isn't possible.
Player: "Ability X is totally overpowered!"
Dev: "When we designed abilities we want players to feel powerful."
Player: "So pushing one button to instantly kill a guy is fair?"
Dev: "We said players are supposed to be powerful!"
Part of it I think is because of the so called rock-paper-scissor model. It can be Protoss beats Zerg beats Terran beats Protoss, or tank beats dps beats healer beats tank. Invariably though you end up with something that's more like some guy just beat everyone. The failure of such model, I think, is that people seem to design some kind of natural rock-paper-scissor model, even though this model does not make sure in nature. Animals at the top of the food chain usually do not lose to someone on the bottom of the food chain. Artillery is the most deadly weapon by kills in the history of war, and the tank is pretty much strong against everything except helicopters, which is why the tank is the main combat unit of modern warfare. A rock-paper-scissor model has to be contrived, something like 'class X magically deals 200% more damage on class Y', because there's nothing natural about a rock-paper-scissor model, and yet we continue to try to model games assuming there's some kind of natural way to do it. In any historically accurate game, if you could mass cavalry you should always mass them because there isn't a counter to cavalry until there are guns (cost prevented this from being possible in real life, but games usually don't respect such things), so either you accept that or you better come up with some really bogus mechanism to ensure this isn't possible.