From 1160b75a21804f7b509a24a845818682d17da6e1 Mon Sep 17 00:00:00 2001 From: Erika <3019731+Princesseuh@users.noreply.github.com> Date: Wed, 10 Jul 2024 09:52:23 +0200 Subject: [PATCH] Update on-feedback.mdoc --- src/content/blog/on-feedback/on-feedback.mdoc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/content/blog/on-feedback/on-feedback.mdoc b/src/content/blog/on-feedback/on-feedback.mdoc index eb26edc..a871211 100644 --- a/src/content/blog/on-feedback/on-feedback.mdoc +++ b/src/content/blog/on-feedback/on-feedback.mdoc @@ -22,7 +22,7 @@ To be clear, what I mean by this isn't that the feedback itself is necessarily c Users, even technical ones, often don't have the necessary domain knowledge to provide direct feedback, in addition to that, their feedback can often be tainted by emotions. An uninvested person rarely takes the time to leave comments. -A common example of both those of those factors is players complaining and being frustrated about the strength of a character that _looks_ strong but actually has a poor winrate. +A common example of both of those factors is players complaining and being frustrated about the strength of a character that _looks_ strong but actually has a poor winrate. One must be able to infer from "This character is way too strong, please nerf" that perhaps a better solution is to make the attacks _feel_ less strong (ex: SFX changes) to the player on the receiving end instead of actually making the character even worse.