09-06-2020, 05:28 PM
@crixius- I love your post and a lot of things it elucidates, thank you for dropping in. I don't completely disagree re: your comments on turn order,
@spo
I'd argue that evasion being effective doesn't necessarily imply celerity is good. Word from dev himself is:
And this shows. Celerity does give us two evade per point, so it's more effective than Luck at granting evade.... But, particularly with Evasion, that's not necessarily that beneficial.
(Extensive evasion discussion)
>"some items and" line
Yeah. Yet those reworks didn't come out when turn order changes went live. Those things should already be reworked because they're intimately tied with turn order, yet from what I can tell, they definitely haven't been. I agree with you though. It's essential that they are.
>"turn order is more balanced this way" line
The biggest reason that dodgies rushed to go first in the past was for Lantern bearer, so that a player could grant immunity to certain status effects to their team before any rushdown builds got involved. Rushdown was never really much of a problem, though, since usually what would happen is
-Rushdown player goes in, looking to CC and damage enemy team heavily
-they do so
---Either, they immediately die because the rest of their team wasn't rushdown
---Or, the rest of the team is rushdown, and once everyone on their team acts the opposing team just sort of rolls them since they actually did the smart play of building heavier defensive stats and are going to be perfectly fine if they get rushed for two rounds.
Deployment mode made this disparity become even larger, since if teams coordinated whatsoever, 90% of rushdown builds no longer had a turn 0 play.
So, new turn order does these things:
-prevents rushdown, already falling in the meta, from existing
-doesn't stop lantern bearers from immunizing their whole team before the battle starts- in fact, now no-cel lantern bearers can immunize their whole team before 75% of the enemy team can act, due to turn order.
There's also a common complaint about 'meta-designed teams' that all act on the same initiative order. But I'm going to call something out about that because it's really silly argument.
-This means they go after at least some members on a team, or all of the teammates build super high CEL. I don't think I need to elucidate why everyone having wack cel is a negative, but I'll touch on the former part. The former means that, in some ways, the opposing team can usually still react before the 4-man block acts.
-Second, the opposing team ALSO acts in a four man block??? They might be split up, but if you have two of your team's actions at the end of the round and two at the start, that means by turn one any sort of advantage from having that 'exact initiative' setup team has faded.
I do understand liking new turn order more than old turn order. But new turn order hasn't really changed much. The 'issue' of people double turning or being double turned also still hasn't been fixed, even in 1v1s, as has been established by everyone helping out to show the issues to Dev. Maybe one day it'll be more balanced, but right now there are too many kinks for me to give a 'fair' evaluation of it like that.
>skip tech
Skip tech is wack. And it sounds like it's still doing essentially the same thing it has been before, forcing opponents who don't play very safe around it to get bent over. It's my understanding that the core reason for the turn order changes was to shift that being the case. That said I think it's cool, I just imagine one day someone will properly document it and talk about it on the forums, leading it to be quashed immediately.
>youkai
Yeah, I agree. Youkai should be minor units if this turn order is to be reasonable. Snow Crow and Firefox need to be looked at in wake of those kind of changes, also, as their firefall and snowfall functions fall under 'effects that suddenly suck majorly with new turn order'.
tl;dr I gave my response to spo re: all points, agreeing on about half of them but disagreeing on Cel being strong enough right now; I gave a very detailed example of why evasion can be good when Cel isn't. Similar examples aren't hard to harvest, and greater examples are certainly out there.
@spo
I'd argue that evasion being effective doesn't necessarily imply celerity is good. Word from dev himself is:
And this shows. Celerity does give us two evade per point, so it's more effective than Luck at granting evade.... But, particularly with Evasion, that's not necessarily that beneficial.
(Extensive evasion discussion)
>"some items and" line
Yeah. Yet those reworks didn't come out when turn order changes went live. Those things should already be reworked because they're intimately tied with turn order, yet from what I can tell, they definitely haven't been. I agree with you though. It's essential that they are.
>"turn order is more balanced this way" line
The biggest reason that dodgies rushed to go first in the past was for Lantern bearer, so that a player could grant immunity to certain status effects to their team before any rushdown builds got involved. Rushdown was never really much of a problem, though, since usually what would happen is
-Rushdown player goes in, looking to CC and damage enemy team heavily
-they do so
---Either, they immediately die because the rest of their team wasn't rushdown
---Or, the rest of the team is rushdown, and once everyone on their team acts the opposing team just sort of rolls them since they actually did the smart play of building heavier defensive stats and are going to be perfectly fine if they get rushed for two rounds.
Deployment mode made this disparity become even larger, since if teams coordinated whatsoever, 90% of rushdown builds no longer had a turn 0 play.
So, new turn order does these things:
-prevents rushdown, already falling in the meta, from existing
-doesn't stop lantern bearers from immunizing their whole team before the battle starts- in fact, now no-cel lantern bearers can immunize their whole team before 75% of the enemy team can act, due to turn order.
There's also a common complaint about 'meta-designed teams' that all act on the same initiative order. But I'm going to call something out about that because it's really silly argument.
-This means they go after at least some members on a team, or all of the teammates build super high CEL. I don't think I need to elucidate why everyone having wack cel is a negative, but I'll touch on the former part. The former means that, in some ways, the opposing team can usually still react before the 4-man block acts.
-Second, the opposing team ALSO acts in a four man block??? They might be split up, but if you have two of your team's actions at the end of the round and two at the start, that means by turn one any sort of advantage from having that 'exact initiative' setup team has faded.
I do understand liking new turn order more than old turn order. But new turn order hasn't really changed much. The 'issue' of people double turning or being double turned also still hasn't been fixed, even in 1v1s, as has been established by everyone helping out to show the issues to Dev. Maybe one day it'll be more balanced, but right now there are too many kinks for me to give a 'fair' evaluation of it like that.
>skip tech
Skip tech is wack. And it sounds like it's still doing essentially the same thing it has been before, forcing opponents who don't play very safe around it to get bent over. It's my understanding that the core reason for the turn order changes was to shift that being the case. That said I think it's cool, I just imagine one day someone will properly document it and talk about it on the forums, leading it to be quashed immediately.
>youkai
Yeah, I agree. Youkai should be minor units if this turn order is to be reasonable. Snow Crow and Firefox need to be looked at in wake of those kind of changes, also, as their firefall and snowfall functions fall under 'effects that suddenly suck majorly with new turn order'.
tl;dr I gave my response to spo re: all points, agreeing on about half of them but disagreeing on Cel being strong enough right now; I gave a very detailed example of why evasion can be good when Cel isn't. Similar examples aren't hard to harvest, and greater examples are certainly out there.