by TheMeInTeam Mon Jul 08, 2013 11:42 am
For the record, banning tactics is creating a complex rule. Complex rules are the worst kind of rules because they are subject to interpretation.
Rules that are subject to interpretation do not mesh well with "reasonably avoidable" and "enforceable"...especially the latter. In practice this would tend towards banning items outright, but very few things would be banned. I'm not sure even item based healing should be banned, although divine blessings/mushrooms probably should be since you'd need 3rd party programs to match DB spam. Estus can be lloyds'd away and humanity has quite the animation time...that's open to some interpretation.
It might be simpler just to ban things that have to be farmed, but then will be used constantly by either side such that there's no net difference in fight capability while adding tedium. That would include item healing and grass, both of which any build can use but everyone has to farm...to what purpose? However, grass might impact stamina recovery differently depending on build, and that's an argument to still allow it.
I think the definition could use some work, but I honestly couldn't improve what is already there.
Clearly! Rolling lol. I think we'd want to alter the overcentralizing language in order to capture the desire to not force people to only use one of a very few builds. Since rolling is available to every build, it wouldn't fit the criteria anymore (and neither would, for example, using r1
). What an oversight! This is why we need to make such criteria carefully.