Fair warning: giant wall of text
So, I would like an example of this happening in AoS. I have some ideas what you mean, but I would like you're example
Some of these got fixed, some were embraced but here we go, some exploits (or playstyles that start to approach exploits, depending on where exactly you want to draw the line between "genuine" gameplay and exploit. Unfortunatly it isn't a clear black & white problem.) that have popped up over the years:
- Spamming spells
- Abusing range modifiers on (endless) spells
- Daisy-chaining nonsense.
- The move towards hordes because they're more efficient to buff
- Lists revolving around buffing 1 unit to absurd levels of power by stacking as many buffs as possible, while the rest of the list is just there to buy time for the super-powered unit to steamroll everything.
- Spamming a particular unit(type)
- Shooting armies being able to shoot half your army of the table turn 1.
- Armies that can charge across the entire table turn 1 and smash apart all of your stuff if you're not screened perfectly
- Overwhelming amounts of teleports & other movement based sheninigans
- Borderline immortal units with re-rollable 2+ saves, a wardsave, some healing and whatever other nonsense.
- double turns, especially in combination with heavy shooting/magic
- activation-wars
Bear in mind, these aren't always inherently bad things. They are simply examples of people finding extremely effective tactics. Some of which are genuine, some of which are exploits of unintended flaws in the design. Consequently, some got fixed, some resulted in blanket nerfs destroying legitimate play along with the exploit and some got embraced and further encouraged by GW once they realized they were there.
Again, I need an example. Arguing with ethereal ideas doesn't work when we have a concrete game in front of us. I also disagree with Competitive players being vocal. Organizers are definitely vocal, since they have some sway with the community as a whole. Thing about them is they often take feedback from those that attend their events. As for the passion and active part of the community... yes, they should, since if they're passionate and active more than any other part of the community, they should be taken into account when sussing out problems in the community.
They're vocal by sheer virtue of being more passionate and involved. Someone who is willing to go to tournaments is also more likely to be willing to fill in questionaires, participate on forums etc. It's fairly natural. And yes, keeping tabs on such a part of your community is good, they can help you find a lot of problems. The issue is that since a particular type of player tends to go tournaments this can lead to certain biasses in the feedback you get. One should be aware of that and make sure the complaints and suggestions of other types of players don't get drowned out by the more vocal and visual tournament visiting players.
Teleports have been in the game since the start, so it's not exactly been an exploit. It's been something you have had to interact with since the inception of the game. That and the rules for Teleports have been refined since. Now they are more fair for everyone, and honestly, more fun in my opinion.
The point of the example wasn't that teleports in themselves are necesarly an exploit, but that their existence changes how you play. Originally teleports were relativly rare. Now everyone seems to have some form of teleport or deepstrike. And the more this gets exploited by the min-maxers the more it leads to the game changing and moving away from how it was originally played. There was a time were you didn't need to screen your backline, now there's armies against whom you must screen everything from every angle or you'l get murdered by teleporting nonsense.
As to an arms race... that's just power creep? That's something we see as nearly inevitable in GW games.
Yup, power creep is bad. And a perfect game would completly avoid it. Now obviously that's unrealistic, but it should be kept to an absolute minimum all the same. And GW does seem to like its powercreep, especially in 40K and AoS. The LOTR game oddly enough seems to be far more immune to it for some reason.
Intriguing, what might this allude to
Stuff like the example given
here. Where an Idoneth player makes clever uses of his support, his ability to fly, the enemies positioning & some special abilities to charge into a monster that should've been too far away & had a screen for safety and get a free round of attacks in on him without risking counterattacks. A weaker player is liable to not going to see that coming and will have assumed that monster is safe seeing as it's both out of range & screened.
In general, anything where the counter is "you need to play nearly perfectly, and even a small mistake will cost you dearly" is problematic for weaker players. They need some room for error. Obviously how much room is up for debate, again, it's not all black & white, but the smaller the room for error, the more problematic it becomes. The question that needs to be asked here is how much are you expecting a "weak" player to know? Is this particular case an example of a "mistake" of the player or is this something that you can't reasonably expect a weaker (or average for that matter) player to be able to pull off reliable?
Or match-ups where you can only win on points, because your army is massivly outclassed. A great example of that is our old lists before the second battletome that relied nearly completly on just keeping our opponent busy and hoping we win on points because we don't stand a chance in hell in a fair fight. Again, this is something a weaker player probably won't be able to do.
Fair, meaning the book is poorly written, or the game itself works on Rock, Paper, Scissors balancing. I would hope that's not something we see often
Sadly it is something you often see when the balancing is done from competitive point of view, as those tend to focus on winrates and similar statistical measures to ensure balance.
What part of AoS has been optimized away?
MSU's are largely irrelevant other than being cannonfodder with hordes taking the spotlight. The only exception being MSU of certain elite units (e.g. idoneth eels)
Wizard-based lists are made somewhat awkward due to the rule of one as you can't really use the same wizard twice.
Once upon a time a 4+ save was quite decent, now there's far too much rend & mortal wounds
Foot-heroes have become basicly useless outside of supporting roles, even if they're designed to be beat-sticks because they just can't hope to keep up with hordes and behemoths.
Wizards without significant bonusses to cast are super easy to shut down with the amount of +3 wizards running around.
There's probably others as well, but that's all I can think of for now.
So in your second example, GW has actually addressed an 'exploit' of rules interaction.
Well they don't do everything wrong. Though the fact that they didn't just nerf morathi and instead nerfed everything was a bit of a downer. But yeah, sometimes they do something right
What you're advocating for otherwise is splitting the player base, especially with a Tier list. [I have seen others advocate for a 2 tier system based upon list structure]. As for different styles of matches.. we have those in battleplans? Or would you like to see Highlander tournaments become more common? Or Restricted Unit tournaments? Perhaps Narrative tournaments can make a comeback?
There are definitely other types of events, they're just not widely advertised because, from what I've seen, they're more local and relaxed.
Yeah basicly. With actual support from GW. Include the rules for it in the GHB. Instead of leaving it up to the tournaments to figure out on their own and players to somehow find those rulesets.
As for battleplans, they can help to an extend. But most of these are limited enough that they don't do much to stop exploits. A simple change in objectives ultimatly isn't going to do much to stop say Kroaknado from doing a ton of damage, nor is it going to stop Teclis from auto-casting, or an idoneth player from spamming eels.
Addressing the Bolded First: What? Narrative is literally the base style, and Matched play being the most widely used system. Path to Glory is also readily available, and while imbalanced in places, I've found there's some fan adjustments that are pretty good. Ninthmuskateer over on Dakka Dakka has a fairly nice one.
Narrative play is literally just "do whatever you want and go make up your own nonsense". That's not a framework.
Path of glory is better, but only provides a framework for a campaign of linked games. Not for individual games.
Fan adjustments, while potentially good, are not officially supported. And unless you get lucky 90% of the playerbase probably will never find them.
There's also some frameworks that GW seems to throw out every now and then and they then proceed to immeadiatly forget about them. Like the army generator thing from last? GHB 2019's?. But those get so little support they're basicly dead on arrival.
Essentially pitched battles matched play is the only genuinly officially supported framework. Everything else is just fans mucking about and basicly making up their own frameworks.
Blanket fixes often also fix multiple instances of exploits and set a standard for any future interactions that might arise. What 'genuine' playstyles do you know have been hurt by such?
Wizard based lists, as the rule of one makes using two wizards impossible.
Endless spell ranged shenanigans was targeted specificly because of morathi. But ignored that orginally one of the major selling points was that we could use arcane vassal & others could use the mirror endless spell. And although this one might have ultimatly been fair, it did feel rather lame at the time.
Summoning got completly curbstomped once they realized free reinforcements was a tad bit broken until they reworked it into something vaguely balanced, but it took them years to actually come up with a reasonable fix. And in the mean time very little was provided to make up for the loss of that powerfull tool, while the associated weaknesses remained.
Other than that not many blanket fixes that have been done oddly enough. At least none that I can think off.
Small rebalances in points are often also fairly good, drastic points changes literally affect whole swathes of playstyles in negative, and positive, ways. Efficiency does affect exploit viability, but otherwise it wouldn't be an exploit. It would be alright, and fairly balanced then.
The point is that small point rebalances ultimatly don't fix the exploit. They simply make it irrelevant for now because it's no longer efficient. And while that can be enough in certain settings (e.g. tournaments won't see exploits that are inefficient), it ultimatly doesn't actually prevent the exploit. This is especially noticeable at lower levels of play where you don't necesarly need to play effeciently to win. A great example of these are the various god-models. They may not be super competitive in tournaments as they're not efficient enough, but each and every one has consistently been a pain to deal with in more casual settings due to them simply being extremly powerfull models.
The italicized sentences I need an example of so we can discuss that further. I am very interested to know what rules these are to prepare for.
Eh, everything in quotes seems to be italicized by default so can't tell which ones you mean here.