LogFAQs > #972625218

LurkerFAQs, Active DB, DB1, DB2, DB3, DB4, DB5, DB6, DB7, DB8, DB9, DB10, Database 11 ( 12.2022-11.2023 ), DB12, Clear
Topic List
Page List: 1
TopicMercenaries 5 Test Run, Week 6 Results: So Scream All You Like...
Mewtwo59
04/04/23 1:29:17 AM
#63:


1) Was it fun? This is our ultimate endgoal. The TR didn't have to be thrilling from start to finish, but did you enjoy it when all was said and done?

Yeah, I enjoyed it. That first week was rough for me, between losing out on Mewtwo and then running into a buzzsaw against Boko. It got a little stressful after that since I was doing so well, but the Vivi's Bad Day week helped a lot by basically giving me a week off to reset.

2) What did you most like about the Test Run overall? Any part of the game is fair to note here.

I liked the AP system, which made it a lot less stressful to decide whether or not to use that ability. Some things were a bit too strong when you could just spam them, but I think it's a net positive that you don't put yourself in a bad situation in the future for trying to win now, with certain exceptions.

3) Likewise, what did you dislike most? Any part of the game is fair game for this, and so is our job as admins if you think we need to improve on something.

It wasn't part of the game, but I have to agree with JC about Zenos and Meta Knight's time based abilities being unfun. The last thing any of us want to do is spend 3 hours pressing F5 on a wartime topic.

As for things that we actually experienced, I think it is a little too easy to spam some abilities. Some of them just ended up being no-brainers to use every week.

4) How did you feel about the new systemic changes such as AP, Bounty Hunters and others? Is there anything you feel needs to be adjusted in particular, after the already executed adjustments?

As I said before, I liked the AP system. Bounty Hunters were definitely too strong in the first cycle, but I think the changes made in the second cycle helped balance them out.

5) Were any mercenaries too weak for you to bother with? Likewise, do you feel any mercenaries are too strong?

Too weak:

  • Tifa was a little weak with the way her ability currently works, but I know you've mentioned giving her some chi to start out with, which will help out a bit.
  • I think Gael is a little weak as a merc that doesn't really have an ability for the first few weeks you have him even assuming you win every match. The KO and injury is a little much too. I know that ability can be strong, but I think it has too many drawbacks right now to be worth it.
  • Jinx's ability is a little weak for something that eats up your whole AP allotment and can easily backfire on your team. I'm not sure I can think of a situation where I'd rather use that than spread the 3 AP out on multiple abilities.


Too strong:

  • I think we've all heard enough about Vivi and Kiryu that I don't need to elaborate further.
  • Liquid is pretty good with his variable upkeep letting him participate in every tier (even if I didn't get a chance to use him in Low), and an ability to let you get a backdoor 7 into Low and Mid. He stands out even more compared to the other variable upkeeps in Ashley and Kefka, the former who has a huge drawback to using his transformation, and the latter not having a non-paydown presence in Mid, as well as being iffy in Low.
  • Zagreus's ability was really strong for something so early in the game. It didn't appear so much because Eddv misplayed it 2/3 times (putting Kiryu in the middle of a fight where one team is attacking a 10 year old, and Cyberdemon just doesn't play well with it, especially on a terrain where Cyberdemon's team is going to encounter the third party first). The changes you proposed should help with this a bit.


6) What is the strongest merc in the unbought pool, in your opinion?

In the context of the Test Run, Ashley is probably up there. Not so much in the main game since you'll actually have to deal with the consequences of his ability.

In the context of the main game, I think it's The RED Team. They've got some strong abilities in their kit, and Medic gives them a chance to use them even if they get hurt. Maybe I'm underestimating their nerf passive, but most of those abilities are good, and losing a bunch of them just gives Medic a whole ton of flexibility.

7) Any additional remarks you wish to make?

Phantasmals are a pretty nice addition. My only complaint is that some of them have abilities that are too good for the "no ability muscle" that they're supposed to be. You have ones like Cyberdemon or RAY with no real ability at all, and others like Sabin and Ridley who have useful abilities. I think that should factor into their price a little bit more than it has.

---
""Love" is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope." HK-47
... Copied to Clipboard!
Topic List
Page List: 1