Exploding Penguin -> The Current Meta: What it means and what works (5/26/2015 23:38:03)
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The current metagame for Epic Duel has greatly changed since the great days of previous phases that we all know and love. But, what does this new meta mean for builds? What has it caused in terms of build variety, build types, what builds are successful, etc...? First, let's look at some of the most notable changes that happened over the past few years: -Agility was removed -Passives removed -Cores added -Every class has some sort of control over energy flow -Damage output in general nerfed very heavily -HP/EP gain per point scaled down to be less -Debuffs have been weakened, buffs in general strengthened Forgive me if I forgot anything, but these are the changes that stand out the most to me over the past while. Now what do these changes mean to the 1v1 random battles we fight whenever we log on? The removal of agility actually had a huge impact. People were extremely reluctant to go past the old 95 HP (which is equivalent to 950 HP now). The diminishing return effect was ridiculously hindering on the effectiveness of builds, so you rarely saw someone with over 125 HP. Majority had 95-110. Well, now look at all the builds today. Tons of HP. The average build today has the equivalent of what would back then been around maybe 120 HP or so. The removal of passives, we can all agree on, was not a very good idea. It just kind of shot down most of the unique traits that the classes had. Instead, we get really lackluster actives. Mineral armor is just a different defensive buff, but it serves the same purpose as most. In fact, in the current meta, it doesn't really do much unless in specific circumstances against people who are bad at balancing out their damage output types. Blood Lust got turned into something which requires a strength-scaling attack to initiate, and limits your choice of moves for the next 4 turns. Now that we don't have passives, it makes most classes really similar. What this does is make opponents in random 1v1s even more generalized so it's easier to come up with universal builds that almost always work well, or at least perform above-average, with a very rare anomaly that is a hard counter. Cores were added. Fun stuff, these are. They really were interesting and hyped, but the slowdown of their production kind of makes their concept add not too much fun to the game. Anyways, these single-use unique skills have greatly impacted the meta. The first thing they do is add some crazy passive stats. In essence, these are the new passives. And since any class can use them, like stated before, builds are really generalized, especially since only a small handful of the best cores are used, and useless ones like overshield are rarely ever used. These do add a bit of fun to build creation, but the nature of the cores released so far have been terribly lacking in innovation and don't really do this. It would be a lot cooler if we could have cores that entire builds could be focused around. Right now cores really serve a purpose more of patching up the tiny weaknesses here and there in our builds. Now, every class has some control over energy flow. This shot down class uniqueness even more. I cri every day because of it. Basically, every class has their own unique way of controlling how energy transfers and is consumed during battle. The only problem with this is it basically now defines the classes exclusively. It also means energy is a ridiculously contested resource, and you are typically not making a smart move if you don't do some energy stealing or regenerating move as soon as you safely and efficiently can. This means lots of stalled turns not doing damage. Also means barely any points need to be invested in EP in most cases, allowing points to be invested more in other things. Because diminishing returns haven't been touched much, our favorite resource HP has received most of the EP. Damage output in general got nerfed. You just don't hit as hard as in the good old days. Oh well. Because of this, fights generally take a bit longer aside from those heal-loopy battles we remember from the previous phases. No more 4-turn massacre BHs dominating the 1v1 queue. Most battles against fairly competent people will take 10+ turns. This isn't necessarily a bad thing, but it is a very apparent concept of the current meta. The HP/EP scaling got reduced, mainly because you gain base HP and EP when you level up. Not really much different going on here. Debuffs weakened. Oh, how I remember those days where you gained so much power from debuffs. They weren't necessarily the most balanced days, but it was definitely different from today. Anyways, I will get more into debuffs in just a moment. So, to sum up what has now happened in the meta: -Super long fights -Lots of stalled turns -"Give me my energy back" every battle -"Why is my sword doing as much damage as a very sharp toothpick" -Because of super long fights, really bursty builds are no longer favored and builds that can sustain themselves for a very long time while maintaining a good damage output are generally the safest if not the strongest The Fall of Debuffs People wonder why I keep saying debuffs suck. There are actually a ton of reasons. One of the benefits debuffs did get in the current meta is that pretty much every build is forced to run balanced defense and resistance since there are so many different damage types that if you have a weakness it will get exploited super easily. Debuffs therefore are almost always guaranteed to not be cheesed by RNG matchups in the queue where you fight someone with 400 defense and 200 resistance. But, this is what's bad about debuffs: -They force you to strike. We all know what happened to strength. -The energy it takes to cast a defensive buff which overcompensates on a massive scale for the debuff effects is really small compared to the energy consumption -Skill point allocation is focused heavily on energy flow skills. This means that if you're putting points in a debuff and plan to use it, you have to put a lot in, which makes you have barely any skill points to put in other things. And in a meta of sustained damage, having a maxed out plasma cannon or something else is very useful since it gives your build the ever-threatening burst. People are forced to heal prematurely in situations they don't like simply because you have a maxed out caster skill causing a potential threat to them. Debuffs make your damage output very predictable, so this will rarely happen. -Since you're so busy stealing energy and whatnot in order to keep up with your opponent, you waste debuff turns. These are the main reasons. There are others, but they aren't as important as the above listed reasons. As you can see, in the current meta, debuffs are near useless. rip. What builds work? Builds with good sustainability and sustained damage. Focus builds are the very first to come to mind. Support has become enough of a reliable stat at this point that tanky builds with slightly more support than the average focus build will give you a crit every so often and prevent crits from being landed on you, while giving you some faster rage gain. Strength simply doesn't have the numbers to back it up as it is a raw damage stat and at the current point in time its raw damage is far from being a desirable type of raw. Caster builds, most notably on TM for their very strong energy gain abilities, are also functional. The key points are that you want a build that can sustain itself and favors living over dealing damage. However, you absolutely need enough damage so that you don't get heal-looped to death. This shifts based on the class you are running. Classes that can generate energy like CH, BM, and TM can more easily play on the tankier side. Classes like BH which cannot generate their own energy have to go a bit more offensive in order to prevent themselves from dying due to lack of energy. For bots, the first thing I can say is that gamma bot is very, very bad. Yetis used to be very strong but after strength died down it isn't that good anymore, and bunny bots are useless as well. Basically any bot that can be cheesed by enemies who stall turns will not work out well. IA is usable exclusively because it provides burst. In this meta, burst is very important, because sustained damage is key to dealing with all the heals and tankier efforts going on, but if you have a single burst skill you can basically force your opponent to heal in turns they could otherwise use to get a huge advantage on you. The threat of just having a skill that does massive damage in one turn will scare them enough that they have to play cautiously, widening up your options. aaaaand.... I was gonna go on and type more but I'm running out of time so this'll be the end of the post.
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