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Re:In defense of hard counters in real time strategy games by post-it on Tuesday July 27, 2021 @04:29PM (#27977197)
> One of the more pernicious problems they've faced is the team that holds the base on the bottom half of the map has consistently had an advantage, as much as 5%. This appears to be related to the perspective being 3d in the shape of top down, vs a literal 2d top down view. They've tried a few different ways to balance this, but what's ended up working best is trading it off vs first pick in the lineup drafting phase of the game start.

The opposite to "the enemy's gate is down"

Re:In defense of hard counters in real time strategy games by pete5x5 on Tuesday July 27, 2021 @04:36PM (#27977270)
Exactly this - the ability to re-orient your view in a game (or in your mind in the case of the "enemy gate") can be a huge advantage. I personally play much better on bottom side in MOBA games and I have never understood why it can't be flipped. Even if the map is not 'symmetrical' the players could adapt to that change, rather than having to adapt to the change in side each game.
Re:In defense of hard counters in real time strategy games by wincy on Tuesday July 27, 2021 @06:02PM (#27978228)
League of Legends: Wild Rift on iOS does this. You’re always the team on the “bottom half” of the map.
Re:In defense of hard counters in real time strategy games by pete5x5 on Tuesday July 27, 2021 @07:34PM (#27978869)
Yes! Although I didn't like the game (mobile is not usually my jam), it further solidifies my theory that it can work in desktop MOBAs.