It does when it makes your other comments look more suspicious. If you're going to constantly complain about this and that being slow but easy but then immediately bite someone's head off for saying something is slow but easy, you absolutely open yourself up to questioning. If you can assume that the player just isn't good enough to do a WC (which there actually isn't proof of either way), then why shouldn't someone assume that you're just not good enough to manage the new mechanics? Because you say they can't? You can't have your pie and eat it too.No, using a phrase in a different context to create a different meaning does not make criticizing its usage in an inappropriate context less valid, regardless of usage volume in either case.
The "framework" in this case is identical. You're right about the last last part, but you also confuse two things being comparable with two things being the same thing, which is pretty important. In this case, both of you comment on how doing something in game (managing peace treaties/coalitions/etc. within the rules of the game or managing to conquer every province within the rules of the game), and both of you struggle against the rules present in the game. However, your complaint that the game is easy but difficult is supposed to be obvious and implicitly right (you frequently tell people that they "can't" argue against it) while his or hers is completely wrong and clearly a sign that he or she is just struggling and jealous of other players.1. An individual mechanic versus a player-chosen style are, in fact, different things and the framework used to attack them is not comparable. A mechanic that necessarily makes the game easier is not the same thing as making choices as a player that make your future situation easier. A mechanic that makes the game more tedious is not comparable to a player choosing to play in a more tedious fashion.
Now that's a semantic point if ever I saw one.2. WC isn't a play style, it's a goal.
Again, not that different. He or she finds the game rules make world conquests easy but tedious, you find the game rules make coalitions, treaties, and whatever else tedious. Normally I wouldn't make a point of it, but considering how you argue with such vehemence and vitriol against "easy but tedious" situations, you seem like the last person who should be getting bent out of shape over what someone else said. If "it's classic to claim that something out of reach is 'boring, not hard,'" then that possibility is raised for you, too. And if "it's a good way to minimize the accomplishments of others," and if "it does not... reflect well on the people saying it," perhaps you could consider how (rightly or wrongly) it doesn't reflect well on you either, and how it raises questions about you as much as him or her. Again, if you hadn't used these exact words, I wouldn't have thought anything of you going after the other person, but you chose specific phrasing that insults your own favorite talking point.3. Fundamentally attacking the achievement of a goal versus the underlying mechanics of the game are differing concepts and using the phrase has different implications in each case.
I agree that this is a side note. It is worth pointing out, however, that this hypothetical person might feel that the new treaties aren't tedious (I certainly don't) but that gobbling up provinces is (I have no interest in finding out). Since both are subjective questions, they have just as much right to their opinion (and as much validity behind it) as you do yours. And that is precisely my point.On a side note, why is it that the choices that give the player the strongest position in the game are tedious? I've seen more than once the same person say "WC is just tedious", but when attempting to defend borked mechanics, instead go on to say "WC should be hard". Tedium is not difficulty. I haven't seen many people claiming "WC *should* be tedious", and yet that's what some of the patch changes do, in addition to making more garden variety expansion somewhat more tedious.
Difficulty constraints should rationally be on how well a player manages his resources vs opposition doing the same; a hard-set timer that overpowers that management is pretty strong evidence of bad resource balance.
Besides, with the stated design intention to be protecting large player blobs, we were given hard evidence that this mechanic is intended to make playing as large blob nations easier in MP...something literally nobody has justified.
And on a sidenote of my own, you tend to throw in the word rationally in situations that really don't make sense. In the bold above, for example, you use it to criticize only one specific hard-set timer in a game comprised of a series of hard-set timers that abstractly and inevitably imperfectly represents real life. I get that it sounds authoritative, but to quote the Interwebz, "You keep using that word. I do not think it means what you think it means."