Quote Originally Posted by Dawnseeker View Post
If people were living to 30 rounds with 6 offensive heroes in their formation/sub, then I would agree. However, it is not. A player running all offensive heroes will never reach anything close to 30 rounds. He will win or lose in a much shorter period. Since we have been adding more defensive-based heroes to the game, what is really happening is that people are adding multiple defensive/stun heroes to their formation in an effort to prolong battles and win by attrition, rather than overpowering the enemy. We believe this will lead to uninteresting and overly predictable gameplay that will lead players to a state of boredom.

We balance this by having a round limit which forces players to think more offensively and to be more aggressive in their hero setups. It in no way punishes players for having better defensive stats on their gear. Instead, it discourages the practice of having many defense-based heroes in a formation at the same time.
I disagree it's a very valid form of gameplay. What you're doing is limiting player choice in regards to how they have to set up their formations. You are forcing players to subscribe to a very specific form of gameplay (offense based) Most players would not go straight defensive. Many like to see the high damage numbers put up, others would like to see a battle that doesn't end in 3 rounds due to massive crits. Allowing for a heavy defense team would also require the need for a massive offense to combat it. Overall allowing players to experiment with varying types of play increases player retention and enjoyment.

Players trying to win by "attrition" isn't what's "really" happening. What's happening is players becoming tired of watching their heroes be critted in 1 strike by massively over-powered heroes. We're also becoming very sick of being forced to lose because we've set up a successful formation that cannot be killed easily.