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Discord Discussion on Anarchist Balance issues.
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Let's look at how Anarchist contests the summon orb on Rounds 2 and 3. Without taking account Artifacts which any class can use. The Anarchist has 2 attacks that can hit the summon orb. The fireball primal and Skull. The chances of the Anarchist primal alone taking over a contested summon orb are null. So that leaves the Skull as the primary ember attack capable of hitting the summon orb.

Now out of all the other classes only the Drifter has an ember attack that can be destroyed before it reaches the summon orb. In previous patches this was seen as a balance problem for the Drifter because the drifter could never contest the summon orb on primals alone (Just like the Anarchist) and the Drifter Vermin took forever to attack the summon orb and could easily be destroyed before they reached their target.

Now keeping that in mind not only that the Anarchist Skulls can be split before they reach the summon orb they can be split to work for the anarchists opponent and not only do these split skulls now work for the opponent they don't target the anarchist but immediately go for the summon orb at increased speed to win it faster for the opponent.

No other class works this way. I can't knock a BJ disk out of the Sky or intercept Kinetecist debris on the way to the summon orb with nothing but a primal. I can destroy an EM turret but they still have the option of using a Push to damage the summon orb an attack that can’t be countered. The drifter has his upgraded vermin attack vs the summon orb which do not give time to destroy the vermin.

So tell me in what way is The Unspoken balanced in that the Anarchist can be denied a win almost every single time on rounds 2 and 3 by denying the summon orb sure its possible for the Anarchist to destroy the Arena Guardian on rounds 2 and 3 but this often takes up valuable embers and dispels and puts the Anarchist at a distinct disadvantage on rounds 2 and 3 every single match-up to varying degree’s depending on the arena guardian and orb spawns.

And I've proposed solutions such as: * Eliminating the knockback on skulls * Increasing the full skull speed * having them clip through world geometry (most egregiously Anarchist cover) * Having them split every time they would be destroyed * Having skulls not change allegiance when split except in mirror matches.

the same type of fix'es that was thought necessary for Drifter Vermin

Like I've said from day 1 the key to the Anarchist not sucking is for skulls to not suck

Yawning Soldier (Santa) - Today at 6:36 PM

While it is true that the skulls can often be stopped from reaching the orb, that's not really the case majority of the time. ** THAVEX/Sonickid101 SynRG - Today at 6:36 PM**

maybe when playing against n00bs however anyone top 20 should be ashamed of letting a skull reach a summon orb in the current build

Yawning Soldier (Santa) - Today at 6:37 PM

Noobs like Charizard and F_F, yes( When it is a problem, it sucks. And I agree on the knockback immunity for first couple seconds.(edited)

The chance to knock down the skull isn't as universal as you imply.

THAVEX/Sonickid101 SynRG - Today at 6:39 PM

That being said lets look at some of the changes to the skulls that have IMO hurt the class. Skulls now target other flying objects, like vermin, aerogrammes, or other skulls instead of pressuring the opponent or challenging the summon orb

Yawning Soldier (Santa) - Today at 6:39 PM

But isn't that only when you look at them when you fire?

THAVEX/Sonickid101 SynRG - Today at 6:40 PM

They'll initially go towards your target but they can be knocked and distracted and once knocked just go for closest target especially after being split the original target is almost always lost.

Yawning Soldier (Santa) - Today at 6:41 PM

The split thing I knew. But I haven't seen them completely lose a target. Without splitting, I mean

THAVEX/Sonickid101 SynRG - Today at 6:42 PM

Also the bugs in the current build make the Anarchist unplayable not being able to cast skulls or fireworks at the extreme left and right pillars of the map

Yawning Soldier (Santa) - Today at 6:43 PM

? O_O

THAVEX/Sonickid101 SynRG - Today at 6:44 PM

Fireworks hit the fireescapes and air conditioners on elmhurst and the skulls cause hands to lose tracking for some reason on extreme left or right side pillars on making it impossible to cast skulls at critical moments most notably on lockport bridge and pier and it has nothing to do with oculus tracking because they cast just fine on home or inner pillars

Yawning Soldier (Santa) - Today at 6:45 PM Extremely weird.

THAVEX/Sonickid101 SynRG - Today at 6:46 PM

Blackjack disks are traveling through the arena guardian not only damaging the arena guardian which is still alive and attacking but also hitting the player and killing me and this was just in a few matches and I'm sick of players saying the Anarchist in underestimated its in a shit place and it will never be balanced in my opinion until the issues I brought up are addressed if it was underestimated then it would win a majority of the time while people for whatever reason favored other classes but its consistently at the bottom of the competetive stack patch after patch since 2.0

Yawning Soldier (Santa) - Today at 6:49 PM

But it does match Kt better than ever before. And on other machups, I can't provide much insight.

THAVEX/Sonickid101 SynRG - Today at 6:49 PM

Anarchist gets shafted by the blackjack shields now because a firework can't even kill one of the shards now so now Blackjack 100% wins vs anarchist. I have yet to win bj vs Anarchist since live launched even against newbie blackjacks like superjoshua and I beat him AK vs AK the matche before

Reukifellth (Disc Dodger) - Today at 6:51 PM

Well I do think the bj shield deals with the gesture spells too well But apparently that's a bug..?

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7 years ago