But then he can ' t magic burst with rocket barrage <| sep |> AltRight is a codeword for racist . <| sep |> I def . agree that there are distinct differences in characters even now , but they ' re for the most part very minor and very few chars have seriously different goals or win conditions , which is why they end up mostly playing the samewhile I don ' t agree with daniel ' s claim that every pick needs a distinct weakness that makes them dependant on other picks this wasn ' t the case in blc either , I think that the picks aren ' t deep enough into their specialty and as a result the gameplaychoices feel shallowI think this results mostly from keeping normal moves very tame and moving most of the interesting moves to the metered versions , and this has hit picks especially hard where an old key portion of their skillset got moved to a metered R skillcastJade is a great example of how a char was gutted for everything interesting moving from blc to battlerite the only parts of gunner that made it to battlerite were disabling shotrj snipe rarely used in blc and mostly used to bait counterssteal orb in this game and the rest of her kit doesn ' t make a lot of sense anymore and feels like someone accidentially threw it togetherin blc gunner wanted to stay at extreme range and kite while consistently landing m 1 s , use disabling shot to snipe heals and mortar to punish people trying to move in and support allies from rangein battlerite however , Jade still has most of her old moves but losing mortar her old m 1 has made her kit fall apart into something gimmicky , new Jade is mostly about her ability to steal orb , the silly E rite combos you can do , and namely her exstealthshe still has moves based around a kiting and long range combat kit , but half of her moves are now for close combat and the best part of her kit is being able to immaterial her team in close range skirmishes to turn around tradesas a whole , these changes don ' t make sense and make the kit feel like a random collection of skills rather than a cohesive character , and that ' s how the majority of characters feel after translation a random collection of mediocre skills and a couple interesting ones locked behind meter useas a result , every char now wants to bait the trance then do their ok combo until they have enough meter to abuse their gimmick , it doesn ' t feel like any characters have different playstyles because the majority of skills are just there for you to react to other skills with , not because they make for an interesting kit that has good skill synergywhen daniel says things like characters should have distinct weaknesses I think what he really is getting at is that every character can ' t have a generic tool for every situation or their kits just end up feeling like hodgepodgecharacters need to be designed with a clear style in mind , and it needs to be okay for them to lack certain tools , it also needs to be okay for them to excel an equal amount in playing within their style , rather than every character just doing their thing to bait generic defensive skill and then blowing their CDs , characters need to have a skillset with synergy and a strong gameplan , and the depth of the game should be in how gameplans interact and how characters try to pull eachother out of their gameplan into a situation that they ' re weakerthis is also how fighting games work , as daniel touched on , and I think daniel misunderstands fighting game kits , because most characters ' kits in fighting games are extremely basic , but the key difference is they ' re designed with the big picture in mind instead of piecemeal things that are good in the context of the game , and the depth of fighting games is in characters ' gameplans clashing with eachotherin summation , character skills feel homogenized because they lost key skills and most interesting moves are hidden behind metered moves , characters seem to have been designed to have good skills rather than an interesting gameplan , and the depth in strategy in these kinds of games comes from the interaction of different gameplans , not direct skill actionreaction