

Dodge, attack, super attack, robot shot, special shot. In reality your only using, in a sense, 5 different mechanics. There is also perfect dodges and tons of additions you can add to your character, like counters or taunts which can change base game mechanics and how you play the game. You then have the ability to hold the attack button on either to do a special move that is unique to that weapon in it's slot which then combo's differently into another weapon and can switch out your sets on the fly. You also had a robot that has a move itself and a special. In Nier: Automata, which is pretty damn simple, you can openly switch between 2 sets of 2 weapons that do different things and apply differently to one another based on being in the light attack slot or heavy slot. You have a base amount of simple mechanics that have tons of uses or situational uses and have to switch between them on the fly.


Most gamers think that Complexity = Depth, but what does the trick is the other way around. Then again there was a lot of spell/ability usage in WC3, having multiple groups definitely helped-and there were sometimes situations in the endgame where you'd have more than 1 group of priests/sorceresses-in those scenarios unlimited unit selection would definitely affect "balance" in a way. So in that sense(at least for me personally, it felt more inconvenient rather than something else). I could easily see it being completely the same game if there was an unlimited unit selection like in SC2. Was never that invested into WC3 so would be glad if someone could clear it up, but I believe in WC3 the unit selection cap itself didn't really change much in terms of balance/strategy. IIRC WC1 had 4 unit selection, WC2 had 6 or 8? And then SC1 and WC3 had 12. I'm trying really hard to find blizzard's comments on unit selection-but I believe there must be a reason they chose 12as the cap. I can't really answer that but it's good to think about.

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