07-06-2014, 11:49 PM
Disclaimer : I suck at loltiers =_=
Just saying something here, I'm lurking the topic a little bit and I didn't read everything.
My main problem here is that you're only looking at unpromo units, where Skill used in only some specific units (Bow users for critz) and where Luck is NEVER used, for good reasons, it's not doing anything at those low lvls, the difference it give is negligible and won't do anything.
However, units like Mercenaries and Monks are made to have higher luck to allow their promotions to use that stat and become dodgy units (it's a luck game, so it doesn't mean really something). Of course when you're at a lower lvl, your luck isn't giving you anything and the points that are there are 'wasted'.
So right now, some of those units that are 'problematics' at unpromo get some utilities in promo, I mean luck is always a part of the game, but those dark users who are supposed to be significantly better than the light users shouldn't be able to hit them.
Avoid is pretty much useless in unpromo, but is usable in promo (I love to use those units) so units made to promote and use avoid are doomed to be weaker in unpromo.
Of course, if you make them stronger, I wouldn't mind having my dodgy units getting some buffs, they'll just get more good points to use =D
No team triangle? I actually think the opposite, if you don't have a team triangle, then you have a team better than every others, what is the point in using the others then? If there is a ultimate non-counterable team, it's a god team and you'll never lose.
Just saying something here, I'm lurking the topic a little bit and I didn't read everything.
My main problem here is that you're only looking at unpromo units, where Skill used in only some specific units (Bow users for critz) and where Luck is NEVER used, for good reasons, it's not doing anything at those low lvls, the difference it give is negligible and won't do anything.
However, units like Mercenaries and Monks are made to have higher luck to allow their promotions to use that stat and become dodgy units (it's a luck game, so it doesn't mean really something). Of course when you're at a lower lvl, your luck isn't giving you anything and the points that are there are 'wasted'.
So right now, some of those units that are 'problematics' at unpromo get some utilities in promo, I mean luck is always a part of the game, but those dark users who are supposed to be significantly better than the light users shouldn't be able to hit them.
Avoid is pretty much useless in unpromo, but is usable in promo (I love to use those units) so units made to promote and use avoid are doomed to be weaker in unpromo.
Of course, if you make them stronger, I wouldn't mind having my dodgy units getting some buffs, they'll just get more good points to use =D
(07-06-2014, 09:18 PM)Breadophile Wrote: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.
No team triangle? I actually think the opposite, if you don't have a team triangle, then you have a team better than every others, what is the point in using the others then? If there is a ultimate non-counterable team, it's a god team and you'll never lose.
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