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Well, it seems to be becoming more and more apparent that Cryptic is from the game balancing school of "let's make some junk up and see if it works".

Yeah, that was pretty apparent to me early on, given how many powers obviously had little or no value even on paper, and how some powers clearly were must-haves.

Most game designers work this way, sadly. Even very well known ones. In the years I've been in the game industry, I've yet to meet another designer who understands the numeric approach I take to game balance, or the concept that you have to differentiate different units / powers / whatever along different axises.

- Gus
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