Acidic wrote: ↑Fri Oct 05, 2018 10:44 pm
I accept that the question is hard to answer as “less optimized” is hard to define and could be in the extreme considered as afk.
The best analogy to the question is how the balance plans consider a routined guild min max warband over a try hard warband
Its actually quite simple to answer. I am not part of the 'team', so I do not know how they 'plan' or 'think' about things. But, in my knowledge of the game, this discrepancy I simply describe in my head as : effective health pool.
The higher the 'skill' a given player or group has, the higher he/it can bring is effective Health pool compared to his enemy. For example, a pro kiter SH, kiting 2 mdps has an effective health pool that is infinite since he will take 0 damage while he kills the other 2. Same for a WE that can burst a target before the opening KD is over. Conversely, 2 evenly matched groups will both have infinite health pool. No one dies. Happens in evenly matched 6v6 and those generally last till one side makes a mistake.
Now, the difference needed for a wipe is very small. As soon as one group gains even a smallish advantages in effective health pool over the opposition, gets 1 kill, wipe is coming exponentially fast after that, given equal numbers.
Hence, imo, it doesn't really matter to 'scale' the skill difference. As soon as there is one, even smallish, its a wipe as soon as the first player dies pretty much. Hence why we see very good groups wipe in 30s in 6v6. Or very average guild group wipe decent pug in scenario, for example. The skill gap might seem to be HUGE because of it, but it actually probably isn't. Any size of gap (which can be explained by coms, team comp, gear, etc.) will eventually lead to a fast wipe, which explains why most 6 man or organized group will try to kite back and reset the fight as soon as they lose the tie or the upper hand.
Think of it as a healer trying to heal someone taking damage. As soon as the damage is even slightly higher than the heal output, its a done deal. The rest is just how long it'll take. So basically we could 'balance' to make it take super long, or make it super fast. But the outcome is the same. It only changes the pace of the game, not the nature of it.
Hence why I said the scale of it don't really matter. Its basically the same thing in every PvP game.
My 2 cents theory craft anyway.