08-05-2014, 01:14 AM
(08-03-2014, 03:35 PM)Nolan Kryptonite Wrote: DOn't want huge quote pyramids, so here, only replying to parts I disagree with:
For the first one, there are a couple distinct disadvantages for Generals:
-OP Armorslayers
-Terribad Spd/Res/Luc
The only distinct advantage Generals would have are that HP/Str/Skl/Def build, which does admittedly step on the Str/Skl/Def builds on physicals, but at least they don't have to worry about armorslayers.
forgot the 35def cap
(08-03-2014, 03:35 PM)Nolan Kryptonite Wrote: They also have high innate Res/Luc, which lets them run Aurora or go Avdy better. My lord actually isn't bad, well, if it wasn't for generic bow users almost taking it out with Silvers.
Rora Pegs get braved and the "avoidy" ones are definitely not avoidy (esp. vs bows)
(08-03-2014, 03:35 PM)Nolan Kryptonite Wrote: The former is true, but what I meant is that when there is fighting, the 15% Crit won't really help. It's like a Sniper, except being unable to hit and run at all. Crit+ units aren't useful otherwise, hence lack of SM/Berserkers/Halberdiers. It's not the bow effectiveness-- it's their lack of 2-range crit abilities.
Once in the close combat phase, SM/Zerker/Halby actually do pretty well (source: exp)
(08-03-2014, 03:35 PM)Nolan Kryptonite Wrote: As for Hawk Archers being the only Avd+ class in use right now, that's not true. Hawk Knights use lolances, and the Dracos don't have the Luc to support their Avd. Generics can get enough Luc to insight the ones with 26 Luc lol. And with no Pow/Spd/Luc, they have to give up either Pow or Spd to reach that Luc too.And the fact that they are more accurate and just as avoidy as Hawks and Dracos, and more atk power thanks to superior insight.
On the contrary, Troubs are being used FOR their staff capabilities.
(08-03-2014, 03:35 PM)Nolan Kryptonite Wrote: I don't think it's THAT bad, at the very least it would pretty much negate the random crits. The +2/2/2 doesn't mean too much anyways...
And still do little to nothing for the units that are actually trying to crit you.
The +2/2/2 gives them just a bit more freedom in choosing their stats, heck, they can total up to 3pts and have them out elsewhere now.
(08-03-2014, 06:04 PM)Breadophile Wrote: Imagine a different situation. You bring a magic of each type. Your opponent brings 3 anima. Now your light user can't do much, can they? Hope you built them for utility. Sure, you can just have them attack the other three units, but the fact that your opponent can put all three of their anima dudes up front and wall one of your units is... pretty bad.
And yes, maybe your light user has some sort of build that is conducive to high hit rates and so they can shrug this off a bit. You'll still have problems 2HKO'ing those units using this unit no matter what. And worst of all? You have no control over this.
This shouldn't happen, which is why I propose that the only units to receive WTA are ones with multiple types. That way you have a build a unit to take advantage of WTA instead of just getting lucky with enemy matchups.
Note that I use anima over darkness to show that this applies even with the worst of the three magic types.
(08-02-2014, 08:17 PM)Speedy - IX Wrote:
Let's be honest here, the only time this ever even happens is when the units all have the same ability (as you suggested above) leaving the only difference between them a statistical one, meaning that of course people will field all dark/light in order to counter each other. That's why I opted for each of them to have separate abilities to prevent shenanigans like that.
Aside from that, fielding all of one wpn type will catch up to that player anyway, seeing as that's no full proof matchup. Also facing all monotype units does not mean an auto-loss, your example speaks for mages,but there are more than just mages on the map to begin with.
#TeamNohr