07-06-2014, 09:18 PM
(This post was last modified: 07-06-2014, 11:44 PM by Speedy - IX.)
(07-06-2014, 01:35 AM)Falaflame Wrote: Okay, i'd love for you to point out anywhere in my post where I said Templar had a statistical advantage.
I'm pretty sure you've just admitted that the Templar has no statistical advantage. That's a sign we should change them.
Quote: Because I'm pretty sure nowhere in my post did I say Templars were better than DKs.
Now I'm definitely sure. Seeing as how Leaf-san has made a very firm point that DKs are better... see above.
(07-06-2014, 12:09 AM)leaf Wrote: What's more, I'm not sure you understand what "for its own merit" means. When I say a unit should be usable "for its own merit," I mean that it should be able to do something that other units can't, independent of its weapon type.
All of my "so fucking this" posts.
Quote:I use a templar, rather than a DK, because, maybe I already have a dark type on my team (such as a Lunar Kn) and I don't want to have a crippling weakness on my team to a certain type. I can make the same argument about a Templar. I want a DK on my team, because I already have a shimmer dodge tank Solar Kn.
Quote:The problem with all of this is that while you might use a DK because it's a DK, you don't use a templar because it's a templar; you use a templar because light counters dark.
I believe you missed a significant part of this post, Fala. Do what leaf says and remove the weapon triangle. Now give me a reason other than some shitty 6 crit difference why I should ever use a templar over a DK. And don't give us another "they aren't worse in certain aspects so they can fight on equal footing" posts.
Quote:As for both classes, they both have their roles. The metagame right now is pursuit. Both DK and Templar can used for this part, and they are both utilized well. DKs have full power, and templars can pull pursuit crits with divine sharps. But they can also be used as counter defense tanks. While DKs are better in this role, that doesn't necessarily mean templars are entirely useless. They still carve large holes in physicals that are designed to pursuit, because their defenses are inherently lower. 3 Mt disadvantage or not, their target still dies to the next hit by whatever unit you use. Because at a high level of play, almost no units will be ORKOable. Yes, there's a difference between the two, but more likely than not, the difference isn't so huge that it's the difference between you surviving or you dying. It's more than just "templars are just there so they have WTA against DKs".
Since the last sentence ties everything you've just said together, let me address solely that. Ahem. It's exactly what you just said with the sole exception of, and I digress, some shitty 6 crit difference.
Quote:That wasn't my main conflicting view there. My argument was, that Axe/Dark/Bows aren't so auto-win like some people make them out to be. I have teams myself that punish that type of gameplay. Speedy/Vaike - IX has /plenty/ of teams that are made to counter that type of play. My point is, there's never a fool-proof team. And as long as RNG exists in FETO, there never will be.
Herein lies another problem. The fact that I can't make a team that can't be completely and utterly counterpicked by another somewhat common team. This is bad. There should not be some sort of team triangle. That's BAD. Very, very bad.
Kalin
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[1:30:20 PM] Baseball Remi(Ryo): frigging slender.
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