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Mayple

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Posts posted by Mayple

  1. 3 hours ago, Satyrical Sophist said:

    It’s not my intent to tell people to “git gud” but I can defend liking the way the double turn plays. 

    No worries! Your intent was not misread, and you absolutely can ^_^

    49 minutes ago, Bosskelot said:

    Oh it's not even that, sure it can add its own type of tactical depth, it's people making wild statements about other games that don't have the double turn mechanic. 

    Someone said that 40k, and by extension any pure IGOUGO game, is solved in turn 1 and you just have to execute your plan is pure delusion. It speaks as someone who literally only plays Age of Sigmar.

    One of the greatest joys of having bought into 40k while coming from AoS was experiencing how horrifyingly quick any plan was laid to waste. In AoS, I can pretty accurately predict how each turn is going to play out, even with doubleturn, and unless I'm playing someone completely unhinged (love em), that's usually how it'll go. Not saying AoS is a predictable game by design, but it doesn't really take much to figure out the flow of it, and the double turn doesn't really shake up expectations/predictability as much as one would think. 

    40k, while not having any kind of double turn, is almost impossible to predict. Very much a "the best laid plans of mice and men" kinda game, because almost everyone can shoot you, bomb you, or just.. do crazy stuff, and it takes very little to turn everything to chaos (not the heretic kind) - Very enjoyable. I'm an awful 40k player. Lose all the time. Love it. I think HH is better though, but that's neither here nor there.

    All that to say, yeah, you are very much on point.

  2. To counter the "Don't like doubleturn? Just git gud"  (paraphrased, ofc) point I saw earlier: 

    Competitive player here. Win most of my games, absolutely loathe the double turn. Feels bad winning with it, feels bad losing to it. Pretty much been my only real critique of AoS as a whole since forever. Those that remember me will know I've been pretty consistent about that 😅

    That being said, I do like their attempts at trying to make it work, if only because their solutions keep accidentally pushing them into "the other player gets to react" kinda territory. Curious to see how they'll try to solve it this time. 

    Immediate concern: as it seems priority roll still involves the winner picks who takes the turn, I sure hope that double-turn penalty system only applies if you yourself decide to take a double-turn, and not if it is decided for you. If not, it's gonna be a lot worse, just reversed. 

    Time will tell! Feel like its an obvious flaw, so suuurely they've taken it into account 😎

     

  3. More or less echoing (and agreeing with what a lot of other people here have been saying), but there's a good amount of people out there that have a defeatist attitude, which drastically lowers their chance of winning, making them even more upset. On and on it goes. Its a form of long-term tilting.

    Added to that, I find that far too many players (on both sides of the positivity scale) tend to view stat profiles/damage output/combos as the deciding factor in what wins a game. That's a kind of thinking that interacts poorly with defeatist attitudes and "my faction is weaker than.." kind of thinking. 

     

    Any faction in the game, with a very small list of exceptions, can beat any other faction in the game, provided there's a semblance of plan thrown into the listbuilding, and the deployment/movement phase being executed properly. Thats it. 

     

    There's plenty of doomsayers. My advice would be to ignore them completely. I don't tend to, but that's just me ;)

    • Like 4
  4. 3 minutes ago, Rors said:

    Yep, half their movement then hit them with that spell that permanently removes an inch of movement for each wound! Turn a deathstar into a paper weight while you pick apart the rest.

     

    It's a shame we don't have that many ways to deal damage at range, or it'd be insanely good.

    I'm gravitating towards the spell that rolls a dice for each model in the unit and does mortal wounds on 6s. A single casualty and they can no longer move at all! That's a -mean- spell. Casting value 7, but you can bet it'll be decisive when it pops off.

    I may or may not also plan to include both Be'lakor and the Changeling. No fun allowed :D

    • Like 1
  5. I used to consider a lot of extra boxes for converting materials. Stocking up on the bits and kits that I felt might come in handy in future projects. While most of the boxes (usually older stuff) haven't increased much, most of the new ones have to the point I can't justify doing that anymore :( Nowadays I make do with what I have, which has put a fair few projects (like Kurnos Valentian into Grey Seer on Screaming bell) on a permanent hold unless I suddently win the lottery :D

     

    I've also started getting corrupted by chaos into more actively considering (but not yet buying) totally legal 100% gw products for stuff I only want to use for narrative games, reserving the more expensive purchases solely for competitive usage. I guess that's how it starts. 

  6. 14 minutes ago, Scurvydog said:

    Yes they CAN be tough in 1 of the legions giving 3+ save, Saurus guards can get 2+ saves but nobody cries about them, why are they not dominating the meta with that logic then? Quite clearly many factors are in play.

    I agree with your post's overall point, but I don't think this is a fair comparison to make. Saurus Guard is a heavy heavy heavy elite/expensive unit which requires a fair few moving parts to get to that point (as well as a battalion? Unsure) -- and that would only affect them. They're great, but aren't comparable to a faction-wide save bonus, since that's a different fruit entirely, no? :)

    • Like 3
  7. I think they'll definitely be on the strong side. The +1 to saves for your whole army is going to be a clear default winner, with the other subfactions fitting more specialized builds. If they ship out with re-animation abilities/return slain units to the field like other death factions, it might very well be a top contender right off the bat.

    I'd imagine the faction is meant to be hindered by its own mobility, but we'll see how that turns out. For all we know, they got spells/abilities to work around that ;)

    Either way; it's hard to say anything for certain, but we can at least deduce that it is a strong faction. Broken? Eh, we'll see once the book comes out.

    • Like 1
  8. 10 minutes ago, stratigo said:

    It is what he said. He said the silent majority agreed with him. There's no data on that. No one's polled the "silent majority" to engage their satisfaction with the game balance. Using the "silent majority" to go "And that's why everyone else is wrong when they complain" is nonsense. And you know it.

    He really didn't -- Quote the words written as is, or don't quote them all. Don't go about dictating the flow of the conversation by trying to infer what others are truly saying. 

    16 minutes ago, stratigo said:

    And you know it.

    You haven't the slightest idea what I do, or do not know ;)
     

    • Like 1
  9. Just now, zilberfrid said:

    No, I really don't get it.

    Do you mean that the average player is doing something badly wrong when he or she has a 50/50 win/loss rate?

    If the aim is to be good (and we're talking competitive here, so surely that must be true) -- then a 50/50 win/loss rate is absolutely an indication that you need to up your game. Losing every second game means you're essentially not competing as far as rankings/brackets/point scores goes (whichever measurement system is being used for that competition; a fifty percent winrate puts you near the bottom half)

    This is mostly because competitive tournaments usually go five games. Meaning a 50/50 winrate puts you either at 2/5, or 3/5, entirely at chance, making it the least concise way of measuring a good winrate. If what we are looking for is a good faction, determined by statistics, we should therefore look at 3/5 (60%) as good, 2/5(40%)  as poor, and the middle ground (50%)  as wildcards that can swing either way.

    So yes. If someone is playing competitively, and they win/lose every second match, they're gonna have to figure out what they're doing wrong.

    If they're not playing competitively, then 50% becomes a super healthy winrate, since outside of tournaments, there's really no reason to win more than once every other game ;)

    • Like 2
  10. 7 hours ago, zilberfrid said:

    I don't get anything of what you mean here.

    If you lose every other game (and win the other half of the games), you're not doing anything really wrong, you're just being as good as your opponents.

    If 50% is indicative of something being really wrong, there is something wrong with the entire hobby.

    You don't get it, or you don't agree with it? Cause you're free to disagree, but I don't want to go about explaining it more if you understood it.

  11. @Inquisitorsz

    I understand that, but the crust of the question was why it would matter for Slaanesh if it didn't matter for Daughters of Khaine. 

     

    If statistics tell us that Slaanesh sits at 67% -- and that same statistical source also told us that daughters of khaine sat at 80/85%, then we can't apply variables to Slaanesh to push it to 80% if those variables weren't also being used for DoK, unless the variable is unique to Slaanesh specifically. 

    Am I wrong?

  12. 1 minute ago, l1censetochill said:

    So, given Slaanesh's 67% winrate (stated in the video to be 75-80% when mirror matches are removed) at 6% representation, would you agree the stats are indicative of issues with the faction's mechanics? I'd actually be quite interested to see what the winrates would look like if Slaanesh dropped to 55% or so.

    Your last point is actually brought up in the video as well, and I found it interesting - the meta % lost by DoK and LoN since late 2018 is almost exactly the % that was gained by Skaven and Slaanesh. So yes, a solid proportion of those players most interested in chasing the meta are now on Slaanesh.

    I think they're definitely on the strong side, but not the end-of-all-things-good kind of broken OP stuff. I'd expect them to naturally mellow out as new factions and mechanics are introduced. To digress a bit, my money is on a blindsided City of Sigmar winrate surge, to be honest, as it received tools that deal very well with the current state of the game, and I'm sure people have caught on to that. I don't think it'll have the meta chasers running for it though (not their usual cup of tea, even if it brings cheese bigger than a skaven's wildest dream)

    Slaanesh is just a daughters of khaine 2.0 as far as I'm concerned, and they (DoK) mostly got their wins through a combination of expert players, and the general jist that players in general have a tendency to get absolutely demolished by any fast moving army that can dish out glass-cannon types of damage (I think it comes down to poor positioning, since that doesn't get spoken about enough for a lot of people to pick it up) -- It helps that Slaanesh is less of a glass cannon than Daughters of Khaine, since they can do more or less the same stuff, but then also get to summon their daemons from doing the very thing their army is built to do. It is pretty elegant design, even if they might have overtuned it a bit (which I'm sure they'll get around to adjusting whenever the next opportunity arises) 

    In less words; Yeah, they're strong. I think their mechanic is alright, but could do with a slight adjustment. If I understand correctly, they're currently farming those points by throwing Keepers of Secrets into things, right? If that's the case, that seems more of a Keeper of Secrets issue than an issue with their mechanic. Heard their new battalion was pretty far out though. 

    Out of curiosity; What's the logic behind the mirror matchup percentage drop? Why would that matter for Slaanesh's statistics when it didn't matter for Daughters of Khaine (which had a larger meta % if I recall correctly, making it more prone to fight itself) -- Is it somehow a hard counter to its own army? 

    • Like 2
    • Confused 3
  13. That sounded weird, so I went and had a look on warscroll builder. Solved it for ya! 
     

    I'm assuming you picked your units from the Slaves to Darkness tab, and failed to generate a command trait/artifact through that. Each of the chaos god factions already have all the Slaves to Darkness units available to them listed in their respective tab, so just pick whichever you were going for (let's say Diciples of Tzeentch), scroll down to the slaves to darkness unit located there (Let's say Sorcerer Lord) and that should give you access to command traits and such. Don't forget to pick the right allegiance as well, or there won't be any command traits/artifacts to pick from ;)

    So to be clear; Pick the units from the tab of the faction you're playing as when you select units, don't grab units from the slaves to darkness section, since that will make the warscroll builder think you're playing slaves to darkness.

  14. 2 hours ago, stratigo said:

    “Truly there is indeed a silent unseen majority who agree with me”. You know, this rings hollow pretty much everywhere, from the makeup of political parties to the opinions on board games 

    That's hardly what he said though. He was referencing the vocal minority/silent majority, which is basic human psychology, and far from some unproven hypothesis, no? Or do you disagree with that basis? 

  15. 1 hour ago, Inquisitorsz said:

    really? Statistically they are WAY above the curve. 67% win rate is massive. Ideal balance for a game should probably be 50%+/-5... 

    I don't recall if those other ones hit 80 or not... but 67 is till very bad.  

    Important to note that while saying that 50% winrate for general game balance is usually correct , it does not carry over to stuff like Age of Sigmar and similar types of games, simply on account of the nature of the game, and how (competitively) -good- players (and by extension, factions statistics) minimize their losses to rarely leave with a worse than 3/5 winrate, thus they'll -never- have a 50% since losing every second game you play is a sign that you're doing something very wrong ;) 
    A flat 50% winrate would therefore be an indicator of a faction in need of love, better players, or both.

    60% (3/5) is the magic number to strive for, with room for variables; 55/65.

    And that's ignoring the rabbit hole of connecting it to meta %, as more people playing a faction equals less skilled players dragging the percentage down. (That's how you get statistics like Skaven, who has a pretty top notch faction at the moment, sitting at a measly 55,9%) 
    The opposite doesn't neccesarily apply (you can have a small meta % that consists entirely of sub-par players, but you can't have a large meta % that consists entirely of master-tier players) --- tl;dr: If the meta % is large, and the winratio is above 60%, you're likely looking at a faction that is crushing the competition simply by having better stats//mechanics. 

    On a more speculative note; a lot of super solid players jumped ship to DoK back when they dropped, which pushed the winrates up to around 80/85%, and unless they decided to remain beyond the Slaanesh release, I'd expect a fair deal of them to be playing Slaanesh nowadays due to the similar playstyles/mindsets of the two armies. Could be worth checking. 

  16. The counts-as 2/10 models is suuuuper nice for a faction that also (supposedly) comes stock with easy access to gnoblars :D Can make some nasty objective stealing/fortifying moves with that. Very curious to see where they take gnoblars and the big sky cannon respectively. Gorgers being close to my favourite ogor unit will also be on my list for things I hope they did justice :O 

     

    (to be clear, nice because it's a good combo, not because gnoblars would count as 2, since they don't ;)

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