Are you going to try to fix the problem or perhaps read any of the 20 times I mentioned randomsteria, ShyGuy?
You just posted a post that would put Komo to shame and did nothing but reiterate what problem you have. We get it. The sooner you realise we are actually making propositions in this very thread for at least 10 pages, the sooner things can actually change.
Or did you just propose putting aerial in the classic league? Bit too drastic if you ask me.
Some people still don't believe anything is wrong with hysteria as Komo just proved with his last post.
I used to be in favor of randomsteria, DarkOne, but the more I think about it, the less I like it. I don't want to completely remove rotation advantage from the game, just make it more risk for the reward. I don't like the idea of random turn order because:
1. You can still try rotation rape, which is good; however, you'd be relying on the random turn order for whether or not it will work out... You can't control the random turn order, so I don't like the idea of being countered or allowed a certain strat based off of a random factor you can't control, do you understand what I'm saying? If I decide to telepile, the risk does go up because of random turn order, but if it does thwart me, it's not like the enemy team did anything to counter me, they just got fortunate with the turn order... there was no special move or skill they had to do, the turn order just happened to be in their favor. I hope I'm explaining this well enough.
2. Random turn order makes it harder for you to organize moves within your own team because you don't know the order of your own team. If you're setting stuff up, it's highly reliant on getting a good turn order. It would be interesting if you could see your turn order but the enemy can't, but that's a discussion for another day.
Adding random turn order still doesn't fix the fundamental problem with hysteria, which is the 1 second turn time that breaks the scheme and allows for abuse in the scheme. It's the 1 second turn time that makes the game design goals of hysteria not work. So yes, Darkone, like I've pushed for before, I would like to see a 3 second hysteria variant like Aerial to replace the scheme.
You say it comes down to a 1v1 sillyfest? I've seen Elites come down to 1v1 fest waiting for opponent to make a mistake or manage to get a "lucky" grenade in or something. T17 comes down to 1v1 and "let's hope we get SD weapon in a crate", but same as Hysteria, waiting for opponent to make a mistake, or go for the shot if you have a chance.
Why does it matter how many different strategies there are available for a scheme? There is only 1 for TTRR - Finish faster than your opponent. There is only 1 for BnG - Kill your opponent before he kills you, there isn't anything special you can do in those schemes, so why is this such a problem? If those schemes only have 1 strategy, and they are both highly competitive and skilled, so is Hysteria. The same logic of a "lucky shot" can win a BnG or an Elite or a T17, or even a Shopper or a WxW if it manages to plop or put on a mine by accident... These are acceptable, why not Hysteria?
The fact that you're now placing my argument for other schemes shows you just don't understand or comprehend what I'm talking about. I specifically said why the game mechanics of HYSTERIA run contrary to the game design goals of HYSTERIA. My points will then obviously not apply to the other schemes.
hysteria is supposed to be a default schemes where you use a variety of weapons in a strategic manner to kill the enemy worms and win the game. These goals aren't met currently.
ttrr is supposed to show pure skill and demonstrate who the faster roper is. The goals of that scheme are currently met.
I'm not going to explain the differences between hysteria and every scheme, you should be able to figure it out.. i'm tired of typing long ass explanations just for you