> (a bug that becomes popular to exploit is still a bug, I don't care what the pro-gamers say)
Do you hate rocket jumping and wall hugging in Quake as well? Both are essential to playing Quake at a decent level. Both started as accidental features (call them bugs if you will) but were then given the official stamp of approval and carried forward through all the sequels.
In other words, you are committing the genetic fallacy.
Denying started as an accidental feature or bug. But it was found to be interesting and the game has since been balanced around it. Now, you can only auto-attack allied creeps when they are below 50% health, the XP from denied creeps is higher for melee heroes, etc. As a game mechanic, it emphasizes that the laning phase is a head-to-head contest between adversaries that can disrupt each other's progression through means other than direct harassment. The usual retort is that it's bad because it's counterintuitive. But what does that really mean? Not every game mechanic can be intuited. The rules of chess are not intuitive. Games are formal systems with a veneer of verisimilitude.
Do you hate rocket jumping and wall hugging in Quake as well? Both are essential to playing Quake at a decent level. Both started as accidental features (call them bugs if you will) but were then given the official stamp of approval and carried forward through all the sequels.
In other words, you are committing the genetic fallacy.
Denying started as an accidental feature or bug. But it was found to be interesting and the game has since been balanced around it. Now, you can only auto-attack allied creeps when they are below 50% health, the XP from denied creeps is higher for melee heroes, etc. As a game mechanic, it emphasizes that the laning phase is a head-to-head contest between adversaries that can disrupt each other's progression through means other than direct harassment. The usual retort is that it's bad because it's counterintuitive. But what does that really mean? Not every game mechanic can be intuited. The rules of chess are not intuitive. Games are formal systems with a veneer of verisimilitude.