Talk:Focus 1.0/@comment-199.59.79.50-20171014053751/@comment-50.106.19.15-20171014150712

Shadow Step broke the game's design by incentivizing a playstyle that was repetitive and tedious. Game designs are better when you encourage players to do things that are fun. Shadow Step, on the other hand, gave you a very powerful buff if you played in a way that wasn't innately fun.

Make no mistake: being invisible and critting forever is itself fun. But the price to be paid to keep that fun going was itself a drain on fun. And while there were certainly players willing to pay that price, and while some players would doubtlessly continue to pay it, for most it is not enjoyable. And you don't want to have a game system that rewards players for not having fun; it's antithetical to your purpose as a game designer.

It had to go.

(coincidentally, a great video was just released on this general topic: https://youtu.be/7L8vAGGitr8 )