GonFreeces31 wrote:So back to counters, I still think up and down leveling should be more incorporated into tribes, and also there can be more of a focus on sp gen/drain mids and bigs. Direct counters to return just seem sort of inefficient to me, that that they shouldn't be made, cause there are things like talisman to totally own undead files, but direct counters to something are only useful in a small fraction of your games. Like they can take the 'forest rhino' approach and introduce more agility 1 power creep tanky units.
I have to agree an approach like Talisman isn't preferred. Specially amongst Tribal files you got so many auto-include cards there's hardly room for 3 copies of something useless in 75% of your matches. The same reason why "Set opponent Falkowlvl to 0" and "50dmg to all Falkow units" SS's are so silly if you want to play competitive in Folrart (and that's what this game revolves around).
That's why i take it broader and like to focuss on GRIM (and openskill) prevention.
AlteilUS keeps making more and more powerfull Grims and Openskills. Take a match vs. Falkow or Gowen and count how many turns you have to begin without the presence of a current fielded unit. It straight out becomes an advanced artform of play to have a combo standing at the startphase.
Defenetly not newby friendly. And worst of all, currently can't be countered in ALOT of circumstances.
Needs more options. And not only in Falkow or Lawtia. Dagon & Double hit action + Openskill baners, double bane or even free bane in Falkow... and the most vulnerable sphere that can use Grimbaning (combo orientated) only has 1, i repeat, 1 viable grimbaner?! It's also the most passive way of all = not working against Falkow.
Ye. I prefer we don't hit around the bush and just introduce what's so desperetly needed to survive in this game.