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A comment on Advanced Battle Meditation Options
fingersandteeth
Posted: Monday, November 26, 2012 10:59:53 AM
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I was gonna write this in the Vset 5 threat but its off topic.

I hear a lot of hate for this ability at the moment and where i can understand frustration of having commander effects hosed in a game it surprises me when other designers are quick to jump on the train. I'll just pick one comment and then give my thoughts on why the ability and the piece exists

the comment was (sorry scott, i could've have picked others but your comment was the most succinct.

Sithborg wrote:
Here's the thing about Bastilla. There was no long term thinking about just how much Advanced Battle Meditation would have on the game. Yes, the OR needed a crazy piece to become competitive. But the problem here is that, they did not realize how much of a staple she has become. The OR has nearly become one note because of this.


Speak for yourself Scott, but for me the piece has done exactly as intended, short term and long term. She was created to be the Reiken, mas, r2 astromech, dodonna, thrawn, san hill, sideous etc etc of the OR faction. Because of what she was going to do her cost was destined to be around mid 30's because she is essentially an anti-thrawn type character (meaning not a Thrawn counter per say, but a piece that does the opposite to what Thrawn does)

Designed as that piece. Designed to define the faction, designed to shape the meta going forward. In fact the only part that wasn't envisioned was the hate on it 4-5 sets down the road but i guess its to be expected as all the pieces I've named above have all had that in droves.

It toned the Rebels down and brought the OR up and kept Commander effects across the game honest.

In fact, i would say that ABM has had the biggest effect of balancing the OVERALL Meta than every other ability in the game as it stopped the rampant excessive use of CE's that was breaking the game.
Rebels dominate 3 gen cons in a row, the latter 2 years all because of 4 commanders, none of them over 20 points.
(total cost is actually 59 but who's counting) and NONE of them need to get off the back court or even bother getting within 6 to worry about disruptive.

Everyone thinks that the Rebels lose to OR because of ABM but, actually, OR still often loses to rebels because the rebels can wait out ABM and strike when its down because their pieces are so cheap they can out activate them.

ABM does exactly what it should do in theme, causes confusion in the ranks of the enemy and boosts your own guys.
It does exactly what it should've done in the game (reduce the reliance on ridiculous CE stacking).
It also does nothing to the vong (hasn't helped them much though, has it? This points to other issues in design).

OR won the next gen con (going 5-2 in swiss and then winning out, hardly unbeatable even in that climate) and since then is barely a top 8 team. Broken? C'mon.
Negative play experience? If you get off by stacking several CE's and turning 7 point pieces into equivalent 30 point power pieces, i've got news for you, its never been viable (in WOTC days) and never should be (Naboo pilots have defecated on that though). ABM takes nothing away from so many top tier pieces, it just prevents them becoming stupid.
If losing a single commander effect loses you the game, you need to rethink your build. No squad should be so reliant. Gen con winners (other than the rebel dominant era) have rarely had more than one CE. The gen con champ prior to rebel dominance had no CE's (2007). The 1st gen con win with rebels had 1 (princess leia). Then it was 4 for 2009, 4 for 2010 and then back down to 1 for 2011 and 2012.
Normalcy has been resumed.

The essential fact of this game is as follows;

When the game was designed by WotC there were 5 competitive factions (Rebel, IMps, Seps, Republic and NR). It was such an obvious design intent it wasn't even necessary to confirm it. Each faction was defined by power 10 pieces, most of them i've named and they are almost all tech pieces.
In attempting to make up for WotC shortcomings we took the design model and applied it to the other factions. Or = Bastilla (OR = massive force powers and strong individual figs), Sith = Revan (the perfect commander beat; sith = in your face power); Vong = Yammosk (Vong Mas and other bits; Vong = force immune melee power); Mandos got several pieces, all expected to rise the faction, all failing. Perhaps mandalore the Vindicated is that piece now (mando faction is all about guns).
Mando's and Vong have until now failed to deliver possibly because the pieces designed to be the staple pieces just didn't do as much as we thought they would.


I would say, IMO, that without a boardwide suppression of commander effects, that prevents continuous stacking of CEs becoming a squad design necessity, the game would be impossible to balance at the top. In any case, ABM served its purpose, still serves its purpose and I wouldn't change anything about it or the piece and faction its in.
Galactic Funk
Posted: Monday, November 26, 2012 11:18:07 AM
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Wow, that's really great stuff Deri.

Reading a lot of the comments in that thread about Bastilla being an auto-include for OR got me to thinking about the recent thread about the Meta. If you go through the list doesn't nearly every faction have auto-includes for their top tier squads? Doombot and Mas for Republic; Thrawn and Mas for Imps; Revan for Sith; Ganner for NR; Luke for Rebels; Whom for Seps ; I could be off a bit but why is Bastilla any different than every other faction?
Echo24
Posted: Monday, November 26, 2012 11:42:39 AM
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Quote:
I would say, IMO, that without a boardwide suppression of commander effects, that prevents continuous stacking of CEs becoming a squad design necessity, the game would be impossible to balance at the top.


I don't agree with that.

Even when Rebels were "dominant", they were the only faction stacking CEs like that and certainly weren't the only strong squads around. In 2010 I played against no other Rebel squads in the top 8 (the squads I faced were Skybuck, NR, and Black and Blue). This leads me to believe that CEs were not some kind of inherent problem and that stacking them was becoming a necessity that needed to be prevented. There can be an argument that the specific Rebel commanders were a problem (I would agree with that, in fact), but that does not make CEs some kind of overarching problem. Those specific CEs could have been handled in much better ways. For example: Black Ops nerfs Dodonna directly, but it's only ever been put on a single piece. Unavoidable damage with abilities like Crack Shot or Suppressive Fire nerf a big part of Rieekan's CE. Rieekan could also have been weakened indirectly by ramping up the power of melee pieces. More init control for factions or creating an ability that gives +4 Defense to characters who have not activated would help nerf Madine's CE. Princess Leia's CE is probably the hardest of the 4 big Rebel CEs to nerf, but I don't think it even needed to be nerfed, since Rebels already have relatively low damage ouput compared to other factions.

Instead of countering this things individually and actually answering the problem (the problem being "Rebel CEs are too good and too cheap"), Bastilla just hammers through all CEs. This resulted in a few things: First, it wrecked Rebels. You say that Rebels are still competitive and can beat OR squads, but I really don't think that they can beat most OR squads. I mean, look at the thread about ranking factions post-V4; the highest ranking Rebels get is 5th, with the average rating being 6.66 out of 9. Most people agree that Rebels are in the bottom 3 factions with Mandos and Vong. Can Rebels win sometimes? Of course they can, so can Mandos and Vong (who are almost universally agreed upon as the bottom 2). But they aren't competitive, in no small part due to Bastilla (although she isn't their only problem now). The second problem that Bastilla presents is that she nerfed lots of stuff that didn't seem to be a problem before. Again, Rebels were the only faction really displaying the "stacking CEs" problem. But Bastilla hurt a lot more than just Rebels; they hurt any CE-heavy squads.

I gather from your post that you think CE-heavy squads is somehow a bad way to play. I absolutely disagree with that. It can definitely be a problem (like it was with Rebels), but it isn't inherently a problem. I love squads based around lots of synergy to get a squad stronger than the sum of its parts. The most common and obvious way to do this is through CEs. I'll agree that they need to be kept in check, but saying that playing lots of CEs is wrong or bad in some way is short sighted I think. Different players like different styles, but to imply that some way of playing is less "legitimate" is wrong. Some players love the GOWK/Mace tank-style squads, some people are disgusted by it. Neither of these players are wrong. Making a cheap piece that says "Allies are immune to critical hits" would really nerf Mace, and I know for a fact that some people would love that piece and love that to happen, but that would be God awful design. It's heavy handed and it tries to answer a problem that is only a problem from a certain point of view. Why tell Mace players that they're playing the game wrong? Likewise, why tell CE-heavy players that they're playing the game wrong?



Some people have expressed distaste that Bastilla is an auto-include. I have no problem whatsoever with that. OR DID need a VERY powerful piece. I have no problem whatsoever with the fact that she's an auto-include or a power 10 piece. Every other faction has pieces like that, OR needed some. But that doesn't automatically excuse her. The argument of "They need her" is a straw man at best. The problem with her isn't her power, it's the way in which she's powerful. It demoted a fan-favorite faction to one of the worst, and was a major blow to an entire squad design philosophy which wasn't inherently a problem.
Weeks
Posted: Monday, November 26, 2012 12:29:51 PM
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Auto-Include is a bad thing now?

Rebels always use Rieekan or Dodonna
Imperials always use Mas and almost always Thrawn
Republic always uses R2 and most of the time Mas
Mandos almost always have the mando captain
Seps almost always have San Hill
Vong always pack a Yammosk
New Republic will usually play Ganner and Dodonna
Old Republic uses Bastilla

Maybe the above listed pieces are Auto-Include because they are just good?

I'm not a huge fan of Bastilla squads personally, but I do like that they exist. CE Heavy squads have to take into account how to play against her. She's a great counter to Swap squads and also to other things people seem to hate (Poggle, Naboo, etc). Does she always beat those squads? No, at gencon I had a Sith squad based entirely around 2 CE's and played OR twice. Both games I was able to win, I didn't even go after her until the endgame fighting in both of those matches either.

Is she annoying? Yes. Was she nessesary to make the OR playable? Eh, not really. But the designers were looking to give OR some kind of identity. Pre-Bastilla they had nothing so I'm cool with her. Is she bad for the game? No.

That's just my opinion anyway, I really don't get why people (myself included sometimes) complain about pieces in this or any game. The game has a few really awesome pieces? Then it's high time I beat them and prove people wrong.
Lord_Ball
Posted: Monday, November 26, 2012 1:09:39 PM
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Weeks wrote:
Auto-Include is a bad thing now?


Always has been and always will be. I've never liked "auto-includes" to me they make the factions "stale" (granted that's just my opinion, but I've stood by it firmly since ROTS)
FlyingArrow
Posted: Monday, November 26, 2012 1:22:03 PM
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Echo24 wrote:
Some people have expressed distaste that Bastilla is an auto-include. I have no problem whatsoever with that. OR DID need a VERY powerful piece. I have no problem whatsoever with the fact that she's an auto-include or a power 10 piece. Every other faction has pieces like that, OR needed some. But that doesn't automatically excuse her. The argument of "They need her" is a straw man at best. The problem with her isn't her power, it's the way in which she's powerful. It demoted a fan-favorite faction to one of the worst, and was a major blow to an entire squad design philosophy which wasn't inherently a problem.


Thanks Echo. +1138. I think you made all the points I was thinking of making and made them more clearly.

I have no problem with Bastila being an auto-include or being power 10. It's the way she's power 10. She counters directly and nearly completely a type of squad that I like - synergy heavy squads (CEs being a prime example). It's the fact that ABM can be on for over 90% of the time between rounds 2 and 7. (Turn it on with the first activation of rounds 2, 4, and 6.) Most of the time, that's the whole skirmish, although you get some small windows if you win initiative or can out-activate her. And she can do it while hiding in the back - the exact problem that the Rebels had.


I actually like the ABM concept - I just don't think you should be able to have it on so often. Any of several things would have made it fine in my book...

* It lasts until the end of the round instead of until Bastila's next activation
* Bastila started with 1 Force instead of 3. Then it could be on for rounds 2, 3, 5 and 6 - and Bastila has 2 force after activating in round 7.
* The ability cost 4 Force. Then it could be on for rounds 2, 3, 5 and 6 - and Bastila has 2 force after activating in Round 7.

But somehow, there should be a round (before the game is over, but not round 1) where it's not active.
Sithborg
Posted: Monday, November 26, 2012 1:49:22 PM
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I disagree.

You have to look at the impact beyond just the Old Republic. Advance Battle Meditation has an effect similar to Soresu Style Mastery and GOWK when first release. (The fact that GOWK is unbanned now should give everyone some pause, but that is a different subject)

Rebel's weren't just knocked down a peg. They were nearly obliterated. I also doubt it was the intention to knock Mandos down as well as Mandos, who also needed some help, if not as much. The fact Camaderie exists is directly tied to Advanced Battle Meditation's existance. And various other "counters". And even then, the best squad they have going right now is dependent on some very aggressively costed non-uniques.

Honestly, I think too many designers are focused too much on the meta. Being competitive is not the only way for a piece to see play. There is room for niche pieces. There is a far, far better way to combat CE stacking, which is probably the second reason why players enjoy 200. Stop doing what Wizards did, and making tons of stackable CE's at a cheap price. Non-unique and follower CE's are just fine, as well as very, very specific CE's.

I can understand where the design was coming from. And hindsight is always helpful in these situations.
fingersandteeth
Posted: Monday, November 26, 2012 1:55:35 PM
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@ Dan

Quote:
Even when Rebels were "dominant", they were the only faction stacking CEs like that and certainly weren't the only strong squads around.

The OR is the only faction to suppress CE's boardwide, where is the issue? [/sarcasm]
The rebels do everything well, ABM took one aspect away.

Quote:
In 2010 I played against no other Rebel squads in the top 8 (the squads I faced were Skybuck, NR, and Black and Blue)

Just a factor of what was thought as the best not actually being the best. Seeing as you were the only rebels and you won speaks volumes.
I'm not gonna talk about the previous year where 7 out of 8 finalists were rebel.

Quote:
This leads me to believe that CEs were not some kind of inherent problem and that stacking them was becoming a necessity that needed to be prevented.

incorrect. It wasn't just the rebels. Every tempo control is a CE, every swap is a CE. Two of the most powerful gameplay mechanics. Not to mention the separatist lancer CE's and Plo kloon double death shots that were also a factor in the decision. I could go on. Really your comment is just short sighted. You've taken one aspect of the problem, Rebels, and based the design decisions around that. There was so much more to the whole scope of the game teetering around stuffing as many CE's into a squad as possible. I'm sure you love it as a player but the decision was more about design. "how do you get OR up and running without just hashing out the same things?"

The intent was to give the OR an identity. The intent was to put boundaries on the Meta. It achieved all that.

Quote:
I gather from your post that you think CE-heavy squads is somehow a bad way to play. I absolutely disagree with that. It can definitely be a problem (like it was with Rebels), but it isn't inherently a problem.

These two statements contradict. On one hand you say it wasn't a problem, then you specifically say the rebels were a problem.
I don't care about CE heavy squads, they are a fine way to play. But this game has never rewarded that at the top (rebels the exception). The metagame has always been a balance of things. Balance your melee, your door control, your shooters and your CE's and you will have a good shot. Lean on one factor too much and you lose. Its been that way since the games inception in 2004. One or two CE's make the most balanced squad. If you wan't to have a fun game and stack them, Great! Enjoy it! Have fun but realise you are having a fun uncompetitive game. The meta is never and has never been about that
It was clear to me at the time that CE's were falling out of that balanced scope of metagame squad design. All ABM has really done is say "you can't rely on your CE's too much." If the rebels fell because of that it was the imbalance of WOTC design, not ABM.

Still, ABM hasn't killed CE's contrary to popular belief. Jerry's squad this year, with his soviets, was based around masses of CE's. more than a dozen cheap figures boosted out the woo haa. The squad i ran was a "traditional" CE hate squad, Strong disruptive with movement breaking. No hope against Jerry. Too much firepower, too many figs with Twin deathshots and didn't even need to get close for disruptive to do anything. Real fun to play against. Props to him for great design, i think his losses were all 2 point wins to the opponent. So his squad is basically the extension of what happends when CE's run wild. Not even ABM stands against it, the old ways of kurbing CE's certainly couldn't do it.

Yep, lots of CE squads were hurt by ABM, ones that perhaps shouldn't have had the "rebel" treatment. I think where this all breaks down is that you can only design from the top down. You can't design pieces with casual play in mind whilst ignoring what it does to the top tables unless it will never reach the top tables.
If the rebels CEs were a problem at the top tables, which you just said they were, then all CE heavy squads suffer when you challenge CE heavy squads. The effect wasn't unplanned, it was inevitable. But the design, IMO, was forced by the design that WotC implemented. They undercosted every rebel commander, they made this pod of cheap guys sitting at the back controlling things. It probably wouldn't have been an issue if the matagame was restricted to 5 factions (even though it clearly started to be one) but as soon as you open it up to 9, all of which need a separate flavour, then you really start to have an issue.

Quote:
But that doesn't automatically excuse her. The argument of "They need her" is a straw man at best. The problem with her isn't her power, it's the way in which she's powerful. It demoted a fan-favorite faction to one of the worst, and was a major blow to an entire squad design philosophy which wasn't inherently a problem.


the OR didn't need her, the game needed her. Rebels were collateral damage because they had their game based on stupidly cheap commander effects. I don't know if you remember at the time, but people stopped playing the "fan favorite" faction because they were always played, with all the same figures. That might explain why, in 2010, you didn't face any in a meta that saw little change.
fingersandteeth
Posted: Monday, November 26, 2012 1:59:38 PM
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Sithborg wrote:

Rebel's weren't just knocked down a peg. They were nearly obliterated. I also doubt it was the intention to knock Mandos down as well as Mandos, who also needed some help, if not as much. The fact Camaderie exists is directly tied to Advanced Battle Meditation's existance. And various other "counters". And even then, the best squad they have going right now is dependent on some very aggressively costed non-uniques.


rebels have more figures than any other faction, and yet ABM makes them obliterated?

Pshaw.

Quote:
Honestly, I think too many designers are focused too much on the meta. Being competitive is not the only way for a piece to see play.


that would be an interesting statistic. How many people play if they arn't in a tournament or getting ready for one.

You have to start designing with the meta in mind, its the ONLY way to ensure balance.

Quote:
Stop doing what Wizards did, and making tons of stackable CE's at a cheap price. Non-unique and follower CE's are just fine, as well as very, very specific CE's.


first you have to stop what wizards did. Hence ABM.
fingersandteeth
Posted: Monday, November 26, 2012 2:04:16 PM
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FlyingArrow wrote:


* It lasts until the end of the round instead of until Bastila's next activation
* Bastila started with 1 Force instead of 3. Then it could be on for rounds 2, 3, 5 and 6 - and Bastila has 2 force after activating in round 7.
* The ability cost 4 Force. Then it could be on for rounds 2, 3, 5 and 6 - and Bastila has 2 force after activating in Round 7.

But somehow, there should be a round (before the game is over, but not round 1) where it's not active.


so with how she is now, she is strong but not unbeatable.

If you made those changes to her, where do you think she and the OR faction would go?

Its not up.



As for auto includes.

that was a WotC design. They do it with magic (red without lightning bolt? Blue without cancel?), they did it with SWM. the Vsets were supposed to be as WotC centric as possible.
TheHutts
Posted: Monday, November 26, 2012 3:04:30 PM
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I'm in the camp where I'm happy with the way Bastila works. Even though she's a powerful piece, she still has vulnerabilities since she's force based and her meditation can be interrupted. And she's the Old Republic's main tool - they don't have access to a good movement breaker, or a way to kill a lot of activations quickly. Even with Bastila as good as she is, Old Republic currently has an uphill battle against:
- Imperial squads with Ysalamari - ABM does limit their ability to swap, but I think shooter based squads like Stealth and Blue should be able to deal with Old Republic. Satele Shan gets demolished by Force Immune shooters.
- Yuuzhan Vong - not in the meta much at the moment, but most Vong squads should deal to OR squads.
- Republic GOWK/Mace squads - CEs aren't too vital, and Mace can kill their shooters fast while GOWK absorbs damage.
- New Republic - often aren't too CE dependent, and often have extra activations and movement breakers that give them an edge over Old Republic squads.

I like to pull them out and play them occasionally, but I don't enjoy them that much - as a playstyle, I prefer the movement options from some other factions, to the relatively predictable Old Republic builds.
corranhorn
Posted: Monday, November 26, 2012 3:24:47 PM
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It's pretty simple in my mind, although I have to confess a lack of high-level tournament play.

CEs make squads good (In particular Rebels).
>
ABM kills CEs for 33 points.
>
ABM can destroy entire factions.
>
This sucks.


Also,

"rebels have more figures than any other faction, and yet ABM makes them obliterated?

Pshaw."

Why does this mean they can overcome a piece that annihilates their squad synergy? Having more completely uncompetitive pieces dosen't mean anything in terms of competitive playability.


"They do it with magic (red without lightning bolt? Blue without cancel?), they did it with SWM. the Vsets were supposed to be as WotC centric as possible. "

Magic uses 60 card decks with the order of cards randomized before play. Very, very, very different from SWM.

" How many people play if they arn't in a tournament or getting ready for one."

Um, me?
Besides, it's a proven fact of every game that tournament and competitive players are HEAVILY outnumbered by casual players. Admittedly, the emergence of the V-sets instead of normal WotC products has trimmed the number
of casual players, but the gap is still there in all likelihood.
DARPH NADER
Posted: Monday, November 26, 2012 3:56:08 PM
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Usually I will refrain from this type of commentary but haven't we been over this time & again? Debate over v-set pieces is healthy but frankly the ABM debate is tired, as is the Critdu and soon to be Satele debates.

While I don't like many things about the OR harpy she serves a much needed purpose like Wryylok will be for the Sith.
Hinkbert
Posted: Monday, November 26, 2012 4:24:25 PM
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Well things are a little quiet now so we need things to discuss Gerry BigGrin

fingersandteeth wrote:


Still, ABM hasn't killed CE's contrary to popular belief. Jerry's squad this year, with his soviets, was based around masses of CE's. more than a dozen cheap figures boosted out the woo haa. The squad i ran was a "traditional" CE hate squad, Strong disruptive with movement breaking. No hope against Jerry. Too much firepower, too many figs with Twin deathshots and didn't even need to get close for disruptive to do anything. Real fun to play against. Props to him for great design, i think his losses were all 2 point wins to the opponent. So his squad is basically the extension of what happends when CE's run wild. Not even ABM stands against it, the old ways of kurbing CE's certainly couldn't do it.



Emphasis mine there. That's why Bastila needs to exist with ABM and I'm glad she does. If there were too many squads that relied on commanders that can just hang back then no one would score 3 point wins. This, would be bad for the game. Bastila helps to keep squads like the Naboo in check so that way only a player with the combo of skill, amazing squad building, extensive play testing, and a little luck can make the top 8 instead of the top 8 being rife with CE dependent squads.

So yeah, the discussion may be a little stale but it's still worthwhile to have.
DARPH NADER
Posted: Monday, November 26, 2012 4:36:41 PM
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Hinkbert wrote:
So yeah, the discussion may be a little stale but it's still worthwhile to have.


More than a little my friend, careful or we'll end up like Hollywood screenwriters with only remakes to our credit. Wink
FlyingArrow
Posted: Monday, November 26, 2012 4:38:50 PM
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fingersandteeth wrote:
so with how she is now, she is strong but not unbeatable.


NPE, not unbeatable.

Quote:

If you made those changes to her, where do you think she and the OR faction would go?

Its not up.


So make other good pieces to bring OR up. OR doesn't have to be saved by a single piece.
FlyingArrow
Posted: Monday, November 26, 2012 4:41:17 PM
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Hinkbert wrote:
Emphasis mine there. That's why Bastila needs to exist with ABM and I'm glad she does. If there were too many squads that relied on commanders that can just hang back then no one would score 3 point wins. This, would be bad for the game. Bastila helps to keep squads like the Naboo in check so that way only a player with the combo of skill, amazing squad building, extensive play testing, and a little luck can make the top 8 instead of the top 8 being rife with CE dependent squads.

So yeah, the discussion may be a little stale but it's still worthwhile to have.


As I said, I like the idea of ABM, just not the implementation. Bastila would still be an auto-include and CEs would still be kept in check if ABM were on for only 75% of the time instead of 90%.
dreadtech
Posted: Monday, November 26, 2012 5:39:05 PM
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@ fingersandteeth

Some of us like her, I for one.

I have both won with her and lost with her, also won and lost against her. Personally I don't use her every time in old republic squads so don't believe in the so called auto include that has been mentioned by other members. Yes she is a powerful character but I can name just as many others in different factions that are just as powerful in a game. Yes her power is different to others but that does not change the fact that there are other powerhouse's already in game.



@ Sithborg

"Rebel's weren't just knocked down a peg. They were nearly obliterated."

Sorry I disagree with this Scot, the last time I lost using her was to Rebels, Totally cut up by super stealth and totally out activated. Rebels can still win, just not every time which is how it should be. No faction should win every time which of cause includes Old Republic. Are you telling us that you have never won against OR since ABT came out? If the answers yes not sure what to say to that, however if the answers no then I see no reason for the hate. This applies to everyone not just you.





Any way fingersandteeth just like to say thanks for doing this in a new thread, and just wonted to let you know that not all of us hate the character. Plus I would like to say I agree 100% on all the points made in your original post.
FlyingArrow
Posted: Monday, November 26, 2012 7:41:14 PM
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dreadtech wrote:
No faction should win every time which of cause includes Old Republic. Are you telling us that you have never won against OR since ABT came out? If the answers yes not sure what to say to that, however if the answers no then I see no reason for the hate. This applies to everyone not just you.


It's not that she's unbeatable. It's that she makes a certain style of build unplayable, which is a NPE for anyone who would like to use those builds.
Echo24
Posted: Tuesday, November 27, 2012 7:06:29 AM
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Joined: 9/30/2008
Posts: 1,288
fingersandteeth wrote:

The OR is the only faction to suppress CE's boardwide, where is the issue? [/sarcasm]
The rebels do everything well, ABM took one aspect away.


Rebels definitely don't do everything well. They do cheap tech well. Good cheap CEs, good cheap Override. Things they don't do well: Damage output (they used to be alright here, but now damage has amped up and Rebels have failed to keep up), survivability (they've got some Bodyguards in there, but in general have very low HP and Defense), Melee damage (they have basically no good Melee attackers; Galen Marek was an attempt to fix this, but unfortunately didn't work as well as we would have liked). They have low stat lines in general and no real good way to increase their stats (no Defense boosts at all and very rare Attack boosts). Their tech is their strength, and a lot of their tech came from their CEs. People didn't just play lots of CEs with Rebels because the CEs were good; it was that and because they NEEDED those CEs.

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This leads me to believe that CEs were not some kind of inherent problem and that stacking them was becoming a necessity that needed to be prevented.

incorrect. It wasn't just the rebels. Every tempo control is a CE, every swap is a CE. Two of the most powerful gameplay mechanics. Not to mention the separatist lancer CE's and Plo kloon double death shots that were also a factor in the decision. I could go on. Really your comment is just short sighted. You've taken one aspect of the problem, Rebels, and based the design decisions around that. There was so much more to the whole scope of the game teetering around stuffing as many CE's into a squad as possible. I'm sure you love it as a player but the decision was more about design. "how do you get OR up and running without just hashing out the same things?"


So was the intent to hurt every tempo control CE and every swap CE? Lancer squads generally have 2 CEs (San Hill and GGDAC or Whorm), so they weren't stacking CEs by any means. Plo Koon double death shots was a kind of gimmicky squad that won a single regional; it wasn't much of a problem. Again, it looks to me that stacking CEs wasn't the problem, and it's starting to look more like you just wanted to cut out CEs as a major part of the game. What counts as stacking CEs? 2 CEs in one squad? To me that's crazy. Swap squads don't stack CEs, they just have a couple. You're not making compelling arguments at all that the intent was to actually stop "stacking" CEs, because you're not making a compelling argument that "stacking" CEs was a problem.

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I gather from your post that you think CE-heavy squads is somehow a bad way to play. I absolutely disagree with that. It can definitely be a problem (like it was with Rebels), but it isn't inherently a problem.

These two statements contradict. On one hand you say it wasn't a problem, then you specifically say the rebels were a problem.


They don't contradict, there's an important difference that you must have missed. REBELS were a problem; CE-heavy squads aren't inherently a problem. Rebels specifically went too far with stacking CEs, I can agree with that. But stacking CEs isn't always bad, and it wasn't something that needed hate.


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It was clear to me at the time that CE's were falling out of that balanced scope of metagame squad design. All ABM has really done is say "you can't rely on your CE's too much." If the rebels fell because of that it was the imbalance of WOTC design, not ABM.


Well, no, it's both. WotC left Rebels with very little tools outside of their awesome CEs. I assume they never imagined there would be a piece that easily cancelled CEs boardwide. You can't design a piece that practically eliminates a faction from competitive play and say "Well it's how that faction was designed". Well, that faction was designed with a certain playstyle in mind, and the new piece wrecked that playstyle. It's like if a 33 point piece were made that gave all enemies Melee Attack and Mando players were told "Well that's because of an imbalance Mandos, not a problem with this new piece". If a faction leans on something and does well with it, then you kick that thing out from under them, I don't think it's fair to blame the faction for leaning on it.

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Still, ABM hasn't killed CE's contrary to popular belief. Jerry's squad this year, with his soviets, was based around masses of CE's. more than a dozen cheap figures boosted out the woo haa. The squad i ran was a "traditional" CE hate squad, Strong disruptive with movement breaking. No hope against Jerry. Too much firepower, too many figs with Twin deathshots and didn't even need to get close for disruptive to do anything. Real fun to play against. Props to him for great design, i think his losses were all 2 point wins to the opponent. So his squad is basically the extension of what happends when CE's run wild. Not even ABM stands against it, the old ways of kurbing CE's certainly couldn't do it.


Once again, stacking CEs CAN be a problem, that doesn't inherently make them a problem. The fact that it takes something like the new Panaka and Naboo Deathshots which everyone seems to hate to get over the blow that ABM dealt to CE-based squads really says something I think. Naboo Deathshots is the ONLY CE-heavy squad that I think is worth playing right now. It's also by no means an unbeatable squad and it has plenty of weaknesses, though. In fact, ABM still hurts the Naboo squads a LOT. The discussion of whether or not Naboo squads are bad for the game is a totally different discussion, but they are definitely the most powerful CE-stacked squad that we've ever seen, and the efficiency of CE-stacked squads had to increase that dramatically in part to make up for ABM.

ABM shifted the goalposts dramatically, the Naboo pieces are the first time we've seen CEs catch up. If you think Naboo squads are a problem, you have to at least partially blame ABM's design, because that's how strong CE-based squads have to be just to compete with ABM-based squads.

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Yep, lots of CE squads were hurt by ABM, ones that perhaps shouldn't have had the "rebel" treatment. I think where this all breaks down is that you can only design from the top down. You can't design pieces with casual play in mind whilst ignoring what it does to the top tables unless it will never reach the top tables.
If the rebels CEs were a problem at the top tables, which you just said they were, then all CE heavy squads suffer when you challenge CE heavy squads. The effect wasn't unplanned, it was inevitable. But the design, IMO, was forced by the design that WotC implemented. They undercosted every rebel commander, they made this pod of cheap guys sitting at the back controlling things. It probably wouldn't have been an issue if the matagame was restricted to 5 factions (even though it clearly started to be one) but as soon as you open it up to 9, all of which need a separate flavour, then you really start to have an issue.


I agree with designing from the top down, but really my main point overall is that you didn't have to challenge CE-heavy squads in that way. The Rebel CEs that were a problem didn't have Rebel-specific effects. Other things could have been done to counter those Rebel CEs without countering ALL CEs. Black Ops was a great way to handle tempo control without having to eliminate ALL CEs. Like I said in my first post, there are ways to counter every one of the Rebel CEs outside of just cancelling CEs. Cancelling CEs was the easy way to deal with it, but I think it was a bad way to deal with it.

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But that doesn't automatically excuse her. The argument of "They need her" is a straw man at best. The problem with her isn't her power, it's the way in which she's powerful. It demoted a fan-favorite faction to one of the worst, and was a major blow to an entire squad design philosophy which wasn't inherently a problem.


the OR didn't need her, the game needed her. Rebels were collateral damage because they had their game based on stupidly cheap commander effects. I don't know if you remember at the time, but people stopped playing the "fan favorite" faction because they were always played, with all the same figures. That might explain why, in 2010, you didn't face any in a meta that saw little change.


Well, for one thing the 2010 meta was drastically different than the 2009 meta. For one thing, we moved to 200 points for the first time that year. Also, like you mentioned earlier in your post, 2009 was truly Rebel-dominated (for reasons totally separate from CE-stacking; primarily because of a very weak map list with Teth, which Rebels could seriously take advantage of with the Snowspeeder) while in 2010 there were only a few Rebel players.

But really my main point is that the game didn't need her, and I have yet to see a compelling argument that it did. Stacking CEs wasn't a game-wide problem; Rebels were the only ones to do it competitively. Making counters to the things the Rebel CEs did specifically would have been a far better answer than cancelling all CEs.
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