RegisterDonateLogin

Helps build strong bones and healthy initiative rolls.

Welcome Guest Active Topics | Members

Daala squads = Broken??? Options
donnyrides
Posted: Tuesday, February 18, 2014 11:29:57 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/22/2011
Posts: 593
It's too late now but what if Daala's card would have said something to the effect of: "Your squad may contain no more than 5 non-defeated Troopers at one time". The number "5" is completely arbitrary and could be adjusted.

Would that have dropped her power or would that have made her worthless? That way you couldn't snowtrooper spam at least.
TheHutts
Posted: Tuesday, February 18, 2014 1:40:09 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
urbanjedi wrote:
That being said, this upcoming weekend and the tournies going on then plus the input and games of the entire community will eventually lead us to some sort of conclusion. I certainly don't want to knee-jerk because many of us saw what happens when you do. It can often lead to worse metas than if you had done nothing. When GOWK was banned, it created the Snowspeeder dominant meta, at least until some more stuff came out. While GOWK was running rampant during regionals there was at least a few other squads that could compete.


Do you think there's any reason to think that the unbalanced meta would happen this time round? I think most people would agree that we had a reasonably balanced meta at GenCon 2013. I don't think there's any reason to think that, if we do decide that Daala is too dominant, removing her/toning her down will do anything except revert back to the well balanced meta. In the last couple of v-sets, other significant things IMO are:
- Talon Karrde IB squads (good, but I don't think they're going to shake things up too much)
- Czerka Shield Tech - cuts down those big twin shooters.
- Lancer hate in the newest set.
- Vong love.
- non-Bastila OR squads with the Arkanian Jedi General (although I don't know that this will make a competitive splash).
I don't think any of these are going to have a negative impact - overall they probably have the effect of opening things up even more.


urbanjedi wrote:
Even in our recent history, you can look to Mace and Weir utterly dominating a regional season and everyone clamoring that they were too good, etc. Weir flamed out, and Mace went on to win Gencon and neither have done much since. Does no one remember the NPE/frustrating games of Mace or the questions of how do I beat a Weir squad?


As a New Zealander, I don't think we have been on a bandwagon of restricting something before. Not all of us love Mace, but I don't think any of us were clamouring for him to be banned in his heyday - he won a couple of majors and was very popular for a while, but it always seemed like there were ways out there to beat him. We have a big enough group of players that we can normally find ways to beat tough pieces, but Daala is an entirely different proposition.


urbanjedi wrote:
Now I certainly believe that Daala could be more of a problem, but it still remains to be seen. How would it look if only one person plays Daala at Frostycon or only 1 player runs it at Hamilcon? What would that mean? What would it mean if everyone did it? There are lots of permutations to consider and not just the results. There is certainly a huge difference between winning on a one trick pony or mistake than by clownstomping everyone in a tourney.


I'd be amazed if there aren't at least 3-4 Daala squads in Hamilcon, but it also has the caveat that it's 222 points. We have already seen Daala win at 100, 150, and recently start to dominate in 200 point games in New Zealand though. At HaweraCon (150 points), I ran in hindsight what was quite an inefficient Daala squad, but my two wins were still very, very clown stompy (150-15 in 15 minutes).
FlyingArrow
Posted: Tuesday, February 18, 2014 2:04:55 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
Assuming this weekend confirms that Daala squads a problem, the options are:

* Do nothing. Let the meta be small. (Probably not an option.)
* Errata/change 1 or more pieces (likely both Zygerrian and Daala).
* Ban 1 or more pieces (likely both Zygerrian and Daala).
* Force a hard counter on 1 or more pieces in future sets.
AndyHatton
Posted: Tuesday, February 18, 2014 2:11:38 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 8/9/2009
Posts: 1,935
FlyingArrow wrote:
Assuming this weekend confirms that Daala squads a problem, the options are:

* Force a hard counter on 1 or more pieces in future sets.


I'm usually a fan of this when the designers see a piece or game fuction as a problem...I'm just afraid that a sever contraction of the meta means the game will lose enough players during the Regional season that this might not matter all too much in the future. I think SWM players have gotten very comfortable with the open meta that the V-sets provide...going back to a contracted meta is going to be a shock to many and an unpleasant one at that.
Sithborg
Posted: Tuesday, February 18, 2014 4:14:14 PM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
AndyHatton wrote:
FlyingArrow wrote:
Assuming this weekend confirms that Daala squads a problem, the options are:

* Force a hard counter on 1 or more pieces in future sets.


I'm usually a fan of this when the designers see a piece or game fuction as a problem...I'm just afraid that a sever contraction of the meta means the game will lose enough players during the Regional season that this might not matter all too much in the future. I think SWM players have gotten very comfortable with the open meta that the V-sets provide...going back to a contracted meta is going to be a shock to many and an unpleasant one at that.


Except, from what I've seen, the hard counters do not work. Do you know how hard previous designers hated on Strafe/Gallop from the beginning of the Vsets? And then, realize that it had little effect. Hell, we are still talking about Yobuck/Lancer as a counter to Daala. Unlike GOWK, there is a combination of things making this squad broken.

To me, the design issues are rather apparent in this piece. Others might not see it the same way, though. I am just one voice.
jak
Posted: Tuesday, February 18, 2014 4:36:00 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/17/2010
Posts: 3,682
Location: Beggers Canyon Tatooine
Galactic Funk wrote:


In the event that nobody brings a Daala squad wouldn't that also speak volumes about what the community thinks about her?


that would rock!ThumbsUp

I'm dreading the 200 pt tourny just because of beitch Daala
if too many daala squads play I'll just skip the 200 eventCrying


Galactic Funk
Posted: Tuesday, February 18, 2014 6:00:56 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/25/2011
Posts: 806
Location: Wisconsin
jak wrote:
Galactic Funk wrote:


In the event that nobody brings a Daala squad wouldn't that also speak volumes about what the community thinks about her?


that would rock!ThumbsUp

I'm dreading the 200 pt tourny just because of beitch Daala
if too many daala squads play I'll just skip the 200 eventCrying




jak I really doubt we will see very many.
Galactic Funk
Posted: Tuesday, February 18, 2014 6:23:51 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/25/2011
Posts: 806
Location: Wisconsin
Going back to Andys question about creating a counter, I don't think it would work.

First, she grants a significant movement breaker which is a big deal in this game. And of course she is granting that movement breaker to troopers (cheap ones) who have multiple ways to boost their attack and damage output. Then she makes them cheaper yet and gives another boost to their attack and damage.

The Naboo Trooper issue went too far due to the access to Opportunist coupled with the death shots from Mon, Mobile from Amidala, the twin from Panaka and of course the 2x rapport. But even then they are at a 9 attack which helps balance them out a bit. Still they wind up Tier 1 or 1.5 at the least.

Daala turns Imp trooper squads into a completely different animal because the attack ends up too high with too great a damage output PLUS a great movement breaker.

And of course this doesn't even touch on all the other tech that you can utilize between super stealth variants, accurate shooters, activation control, etc. with a way to swap out commanders via Paelleon who comes complete with a Ysilamiri bubble.

Too cheap, too fast, too high of attack and damage.
AndyHatton
Posted: Tuesday, February 18, 2014 6:40:51 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 8/9/2009
Posts: 1,935
Galactic Funk wrote:
Going back to Andys question about creating a counter, I don't think it would work.



I 100% agree with you, I've played against Daala a lot since set 6 came out and I don't think I've won once, again I thought it was just me. But I don't see much a single piece could do to kill Daala's competiveness (without having other weird repurcussions that might her other not as comptetive builds.) and I really don't think that is what needs to happen with her, and as I was implying I think that as a long term fix that type of counter meta building would simply come too late after too much damage is done.

All of this is still hypothetical, I'm hoping that you are right GF and that people will not play her simply out of knowing there is an issue that the community needs to address. And I do feel bad in a lot of ways about that. FlyingArrow has been working with Daala for months now fine-tuning and optimizing her, and he has come up with a lot of scary, impressive versions...I know I've mentioned this before but I thought it was just me having issues with her due to my playstyle. So while I agree that Daala is not what the community needs right now, I feel bad that my friend's possible Regional squad might be squashed. UP SIDE, he has a lot of incredibly useful information about how Daala runs and knows her squad types like the back of his hand so that is good for the community.
thereisnotry
Posted: Tuesday, February 18, 2014 6:47:02 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/29/2008
Posts: 1,784
Location: Canada
Sithborg wrote:
Except, from what I've seen, the hard counters do not work.
Sithborg is correct. Hard counters do not work, unless they are an auto-include, which makes things even worse going forward, since every squad now has to use that auto-include piece or lose. Trying to make a hard counter is a lot like trying to improve the economy by just printing more money...it just leads to inflation, which only makes things worse.

At this point, we have two options: Errata or Ban. I don't particularly care which option we take, provide that the Errata is strong enough if we go that route.


TimmerB123
Posted: Tuesday, February 18, 2014 7:44:20 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/9/2008
Posts: 4,729
Location: Chicago
TheHutts wrote:
In the last couple of v-sets, other significant things IMO are:
- Talon Karrde IB squads (good, but I don't think they're going to shake things up too much)
- Czerka Shield Tech - cuts down those big twin shooters.
- Lancer hate in the newest set.
- Vong love.
- non-Bastila OR squads with the Arkanian Jedi General (although I don't know that this will make a competitive splash).
I don't think any of these are going to have a negative impact - overall they probably have the effect of opening things up even more.


The only one I disagree with you on is the Czerka Shield Tech. She has a negative impact. She really neuters the Mandos more than any other faction, and they were only just starting to get their footing. Last year they really started to shine and then a cheap fringe piece that everyone has access to came and shoved them right back down. Not to mention that big twin-shooter squads kept other squads in check so that we did have a nice balance.

The bottom line though is that none of this matters is we don't solve the Daala/Zygerrian problem.
TheHutts
Posted: Tuesday, February 18, 2014 8:01:49 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
TimmerB123 wrote:
The only one I disagree with you on is the Czerka Shield Tech. She has a negative impact. She really neuters the Mandos more than any other faction, and they were only just starting to get their footing. Last year they really started to shine and then a cheap fringe piece that everyone has access to came and shoved them right back down. Not to mention that big twin-shooter squads kept other squads in check so that we did have a nice balance.

The bottom line though is that none of this matters is we don't solve the Daala/Zygerrian problem.


My train of thought comes from my perception that Jedi were still at a disadvantage against big shooters - I'd pick Thrawn/Cad Bane/Pellaeon to make short work of almost any big Jedi squad, and I think that something that helps bridge the gap is good. I also think that Naboo can be very tough for squads without a counter, and taking them down a bit doesn't hurt.

But on the other hand, I did like that those Mando squads were doing well - they seemed like they were filling a nice space in the meta where they were getting played a fair bit and were doing quite well, and weren't something that needed adjusting too much. Do you think the Strike Force Leader helps the Mandos against it enough?
TimmerB123
Posted: Tuesday, February 18, 2014 8:46:36 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/9/2008
Posts: 4,729
Location: Chicago
TheHutts wrote:
TimmerB123 wrote:
The only one I disagree with you on is the Czerka Shield Tech. She has a negative impact. She really neuters the Mandos more than any other faction, and they were only just starting to get their footing. Last year they really started to shine and then a cheap fringe piece that everyone has access to came and shoved them right back down. Not to mention that big twin-shooter squads kept other squads in check so that we did have a nice balance.

The bottom line though is that none of this matters is we don't solve the Daala/Zygerrian problem.


My train of thought comes from my perception that Jedi were still at a disadvantage against big shooters - I'd pick Thrawn/Cad Bane/Pellaeon to make short work of almost any big Jedi squad, and I think that something that helps bridge the gap is good. I also think that Naboo can be very tough for squads without a counter, and taking them down a bit doesn't hurt.

But on the other hand, I did like that those Mando squads were doing well - they seemed like they were filling a nice space in the meta where they were getting played a fair bit and were doing quite well, and weren't something that needed adjusting too much. Do you think the Strike Force Leader helps the Mandos against it enough?


I hope so. That was definitely the point of adding Advanced Destabilize Shields to a cheap useful Mando piece. But it only helps, it doesn't solve the problem. Mandos are still a step behind from what they were a year ago in my opinion. Soley due to that piece.

Look at last years GenCon top 8. We had 2/8 with twin shooters. 1 of which only has 2 pieces with it. Seems like a reasonable spread to me. BEFORE the shield tech.
FlyingArrow
Posted: Tuesday, February 18, 2014 9:04:48 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
Hard counter would be a 5 pt fringe that says Daala (by name) loses her CE and prideful. Or is even just outright defeated. Effectively a ban from competitive play but wouldn't actually have a banned list.

It is nice to be able to say the game has no banned or significantly errata ed pieces. For now a ban might be simplest.
urbanjedi
Posted: Tuesday, February 18, 2014 9:09:44 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/30/2008
Posts: 2,093
Sithborg wrote:
AndyHatton wrote:
FlyingArrow wrote:
Assuming this weekend confirms that Daala squads a problem, the options are:

* Force a hard counter on 1 or more pieces in future sets.


I'm usually a fan of this when the designers see a piece or game fuction as a problem...I'm just afraid that a sever contraction of the meta means the game will lose enough players during the Regional season that this might not matter all too much in the future. I think SWM players have gotten very comfortable with the open meta that the V-sets provide...going back to a contracted meta is going to be a shock to many and an unpleasant one at that.


Except, from what I've seen, the hard counters do not work. Do you know how hard previous designers hated on Strafe/Gallop from the beginning of the Vsets? And then, realize that it had little effect. Hell, we are still talking about Yobuck/Lancer as a counter to Daala. Unlike GOWK, there is a combination of things making this squad broken.

To me, the design issues are rather apparent in this piece. Others might not see it the same way, though. I am just one voice.


Hard counters fail for a couple of reasons.

1. It doesn't actually counter the thing it is supposed to.
2. It works, but there aren't enough of that thing in the meta and people just end up not playing it
3. It works but creates a different auto-include (ie you can bring it in with lobot or another set of reinforcements)
4. It works, but only really works against 1 thing and just isn't good against others

For example the Mando CIO works great against act control, but does little else and in a mando squad where points are tight, it just isn't worth it unless you know that you will play against act control EVERY round.

And we have yet to make an actual competitive HARD counter to strafe/gallop. The only actual hard counter is the kota's militia guy in set 7 and he just isn't going to be competitive IMO. Part of the reason is that we (as V-set designers) have always been afraid of silver bullet hard counters.

However I do think that in this case a hard counter COULD work depending on what the actual problem is determined to be, or a hard counter plus a couple of soft counters would also work just fine.

For instance if it is deemed that the charging whatever is the problem, it would be very easy to make a 5-8 point fringe piece (rival for lobot or must start in the main squad or something so it doesn't make lobot an autoinclude) that has the following.

Whatever cool name for a SA -- Enemy characters who move more than 6 squares on their turn CANNOT make attacks this turn. This would actually be a pretty hard counter to strafe/gallop at the same time but would certainly take care of daala and some of her range. This could also be put on some other non-fringe pieces from other factions to give more than 1 option.


IF the Zyg is determined to be the problem, then I could see a different solution.

Another cool name for an SA -- If a piece were to move and it wasn't that character's turn that piece takes 20 damage before moving. This would pretty much take care of the slaver problem. It would also be a pretty hard counter for the Pawn of the Dark side as well as Tow/Carry. It would still leave swap as a viable option, but would take care of SOME of the super movement breakers that seem to keep making the map smaller and smaller.


There are lots of options potentially available, but we must first figure out what the problem actually is.
urbanjedi
Posted: Tuesday, February 18, 2014 9:13:36 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/30/2008
Posts: 2,093
FlyingArrow wrote:
Hard counter would be a 5 pt fringe that says Daala (by name) loses her CE and prideful. Or is even just outright defeated. Effectively a ban from competitive play but wouldn't actually have a banned list.

It is nice to be able to say the game has no banned or significantly errata ed pieces. For now a ban might be simplest.



I COULD see banning her from regionals/gencon/competitive play until a time as such hard counters actually exist and then reinstating her if it is deemed that errata doesn't really work or makes it too confusing, etc. But again, this is all theory crafting until we have enough data to figure out the actual issues involved. We certainly don't want to knee-jerk and have some other squad/piece/whatever be an issue. Similar to how SSM was changed back to card text.

theultrastar
Posted: Tuesday, February 18, 2014 9:24:35 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/12/2010
Posts: 564
TimmerB123 wrote:
TheHutts wrote:
In the last couple of v-sets, other significant things IMO are:
- Talon Karrde IB squads (good, but I don't think they're going to shake things up too much)
- Czerka Shield Tech - cuts down those big twin shooters.
- Lancer hate in the newest set.
- Vong love.
- non-Bastila OR squads with the Arkanian Jedi General (although I don't know that this will make a competitive splash).
I don't think any of these are going to have a negative impact - overall they probably have the effect of opening things up even more.


The only one I disagree with you on is the Czerka Shield Tech. She has a negative impact. She really neuters the Mandos more than any other faction, and they were only just starting to get their footing. Last year they really started to shine and then a cheap fringe piece that everyone has access to came and shoved them right back down. Not to mention that big twin-shooter squads kept other squads in check so that we did have a nice balance.

The bottom line though is that none of this matters is we don't solve the Daala/Zygerrian problem.



It also really hurt the Cad Bane BH sep squads which were popping up a bit last year, which were a lot of fun to run. I had been hoping that the designers capitalized on the BH builds and continued to produce BH's that worked with Cad, Aurra, in the seps.

I've never been a fan of Czerka ST.
EmporerDragon
Posted: Tuesday, February 18, 2014 9:28:21 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 2,115
Location: Watertown, SD
urbanjedi wrote:

Another cool name for an SA -- If a piece were to move and it wasn't that character's turn that piece takes 20 damage before moving. This would pretty much take care of the slaver problem.


What about erattaing Slave Driver to have an effect like that? Say, make it so that the character being moved takes 10 damage, save 11 (since they're being whipped and all)?
thereisnotry
Posted: Tuesday, February 18, 2014 9:52:13 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/29/2008
Posts: 1,784
Location: Canada
EmporerDragon wrote:
urbanjedi wrote:

Another cool name for an SA -- If a piece were to move and it wasn't that character's turn that piece takes 20 damage before moving. This would pretty much take care of the slaver problem.


What about erattaing Slave Driver to have an effect like that? Say, make it so that the character being moved takes 10 damage, save 11 (since they're being whipped and all)?
Slave driver: (replaces attacks) one fringe ally with a printed cost less than this character's cost within 6 squares takes 10 dmg and moves it's speed, save 11.
Sithborg
Posted: Tuesday, February 18, 2014 9:53:55 PM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
urbanjedi wrote:
Hard counters fail for a couple of reasons.

1. It doesn't actually counter the thing it is supposed to.
2. It works, but there aren't enough of that thing in the meta and people just end up not playing it
3. It works but creates a different auto-include (ie you can bring it in with lobot or another set of reinforcements)
4. It works, but only really works against 1 thing and just isn't good against others



Don't forget #5. It has far greater repercussions than countering what it was made to counter.

Oh, and my personal favorite, is the potential #6. The creation of the counter to the counter to the counter.

There are 2 mindsets in creating a counter. One, is to shore up a squad that is devastated by a certain strategy/piece/ability. Like Strafe. Yes, the Kota's Militia stuff isn't very competitive. But that idea is far better for strengthening of Trooper squads than more stackable damage boosters, increased movement breakers, and making cheap figures even cheaper. These are good counters. Limited in focus, and more on shoring up some squads weaknesses.

And then the counters that most seem to be advocating. Stuff that is made to eliminate something from the meta. And really, that is what we are talking about right now. It's either the Slave Driver or Daala, it doesn't matter. It requires a piece that is made that is soo useful, it will be included in every squad. And the problem here, is that it creates a surprise factor. If someone isn't prepared, someone can come and bring the powerful stuff that had been "hated" enough to longer see play, to come back and surprise everyone. And that is ignoring the fact that the success rate of such counters in this game is not very high.

In the end, it is better to fix mistakes, than try to constantly try to micro-manage the meta. The V-set designers have done good things. But we have too many different ideas, that trying to fix the issues we see here via creation of new pieces is not going to work. Because it means we have to design going forward within the new paradigm of the game. AKA Powercreep.
Users browsing this topic
Guest


Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Main Forum RSS : RSS

Bloo Milk Theme Created by shinja
Powered by Yet Another Forum.net.
Copyright © 2003-2006 Yet Another Forum.net. All rights reserved.