08-28-2023, 06:52 PM
It's no secret the current state of Eternia is one which heavily revolves around combat and conflict. Whoever can cook up the spiciest build or who can combo the hardest. This has been removed in some form due to the removal / nerfing of many root builds with the great gutting of 2023. However, as things now stand we find ourselves dealing with a whole new issue that seems to plague a number of builds.
Shields no longer see use.
Immunities are rampant in every build.
Counters allow for even further weenie strategies and hiding out to insulate this immunity spam.
Let's take a moment to look at our current strongest character in the whole of Eternia; Xarxes. This character alone has four methods in which they can stay in the fight and continue to maneuver about the battlefield while avoiding punishment / interaction from other players entirely.
True Counter
Deaths Door
Shadow Walk
Time Master E
Four ways (two even off the bar!) to essentially negate any means of fighting back. Though this issue goes deeper than just that; Mist being one of the largest offenders of dippers now acting as a free way to get an immunity spell on builds that push out heavy damage while otherwise wouldn't have a method to avoid heavy damage. Cosmic magi in particular seem the biggest offender to this; with their new tree being so strong and cheap, why would I go for a much inferior energy shield when I can spend 30 rpp and get one of the best immunities in the game?
The issue boils down to facing an unfun/unfair playstyle where the majority of the times your moves are incapable of doing much if any damage to your opponent.
How do we fix this?
The solution is one I have been advocating for months; However Chance believes this will stifle build ingenuity. I, on the other hand, see this rampant use of immunities stifling in the addition for new ones out of fear for stacking and so on. The solutions I pose to you all is thus;
1. All forms of immunities should be made intermediate in some way shape or form. The exception to the rule being those that lock you in place. (I.E, sand barrier, magma barrier, etc.) This will require a much heavier bar for investment and force players to actually invest in said tree as opposed to dipping into the bare minimum for a very strong tool on their bar.
Trees will need shifted about and spells will need tweaked, but that is a task Chance and I could implement quite easily.
The far superior option?
2. Immunities and Counters should share a global cooldown.
This would mean; you activate shadow walk? Your Time E or Mistform goes on cooldown as well. Making you select from one of the spells and put a bit more critical thinking into your decisions as well. Ribcage OR shadow walk / dpalm. Not Ribcage AND both these spells. Shield could fall under this as well(with an overall buff to them being given.) - Limiting builds to two defensive options as opposed to the mass amounts we're seeing now.
Same would apply for counters - True Counter and Quickdraw would set one another on cooldown as well as any we may add in the future; to avoid this game being inundated with these defensive spells that should be used in critical combat situations, not on a whim because your build has multiple ways of escaping/negating your opponents damage wholeheartedly.
Naturally, feedback and suggestions to these proposals are always something we should strive and push for. As is the purpose of this thread; but handling this current issue within the meta needs to happen sooner rather than later so as not to damage the delicate balance of combat and current gamestate as it stands.
You've all had your fun; but it's time we put an end to this era of immunity / defensive utility spam and put back emphasis on their importance in the role of combat, as opposed to simply being must have abilities that anyone can now slap on their build without much thought or reason.
Shields no longer see use.
Immunities are rampant in every build.
Counters allow for even further weenie strategies and hiding out to insulate this immunity spam.
Let's take a moment to look at our current strongest character in the whole of Eternia; Xarxes. This character alone has four methods in which they can stay in the fight and continue to maneuver about the battlefield while avoiding punishment / interaction from other players entirely.
True Counter
Deaths Door
Shadow Walk
Time Master E
Four ways (two even off the bar!) to essentially negate any means of fighting back. Though this issue goes deeper than just that; Mist being one of the largest offenders of dippers now acting as a free way to get an immunity spell on builds that push out heavy damage while otherwise wouldn't have a method to avoid heavy damage. Cosmic magi in particular seem the biggest offender to this; with their new tree being so strong and cheap, why would I go for a much inferior energy shield when I can spend 30 rpp and get one of the best immunities in the game?
The issue boils down to facing an unfun/unfair playstyle where the majority of the times your moves are incapable of doing much if any damage to your opponent.
How do we fix this?
The solution is one I have been advocating for months; However Chance believes this will stifle build ingenuity. I, on the other hand, see this rampant use of immunities stifling in the addition for new ones out of fear for stacking and so on. The solutions I pose to you all is thus;
1. All forms of immunities should be made intermediate in some way shape or form. The exception to the rule being those that lock you in place. (I.E, sand barrier, magma barrier, etc.) This will require a much heavier bar for investment and force players to actually invest in said tree as opposed to dipping into the bare minimum for a very strong tool on their bar.
Trees will need shifted about and spells will need tweaked, but that is a task Chance and I could implement quite easily.
The far superior option?
2. Immunities and Counters should share a global cooldown.
This would mean; you activate shadow walk? Your Time E or Mistform goes on cooldown as well. Making you select from one of the spells and put a bit more critical thinking into your decisions as well. Ribcage OR shadow walk / dpalm. Not Ribcage AND both these spells. Shield could fall under this as well(with an overall buff to them being given.) - Limiting builds to two defensive options as opposed to the mass amounts we're seeing now.
Same would apply for counters - True Counter and Quickdraw would set one another on cooldown as well as any we may add in the future; to avoid this game being inundated with these defensive spells that should be used in critical combat situations, not on a whim because your build has multiple ways of escaping/negating your opponents damage wholeheartedly.
Naturally, feedback and suggestions to these proposals are always something we should strive and push for. As is the purpose of this thread; but handling this current issue within the meta needs to happen sooner rather than later so as not to damage the delicate balance of combat and current gamestate as it stands.
You've all had your fun; but it's time we put an end to this era of immunity / defensive utility spam and put back emphasis on their importance in the role of combat, as opposed to simply being must have abilities that anyone can now slap on their build without much thought or reason.