Malen
Member
I want to say that after messing around in /c train and having an actual fight with Slowness Modules in place I can honestly say that slowness is the new weakness module. Slowness presents the same issue weakness did, it does too much for something that passively effects every enemy. I think everyone on Loka can agree defending is much easier to do than attacking, in a very noticeable way. And whilst I think most would agree it should be that way, there is a reason Inhibs get a single module that dies after a lamp is broken on the Tgen, and Tgens get four modules, that is their advantage as the defenders.
If you look at all fights so far on Balak there has been one, a single attack that has been won, excluding fights where Dong Dank in month one of Balak would claim and then not have anyone to defend (1-2 DD members showing up to defend). The single fight that was won was Elysia vs Iblis on Tile 1, and I can honestly say we shouldn't have won that fight, unfortunately for Iblis a lot of their key members were not able to appear due to irl commitments I would assume, you can see here they are missing many of their top players whilst Elysia had most of our main fighters.
What does it say when defenders literally always win excluding a single fight when two forces of presumably somewhat equal strength go head to head? Something isn't right. With the limited strategies you can employ in Conquest fights on Balak wiping the enemy forces is essentially the only way to win as of how things stand, meaning attackers must push up to the defenders tgen and fight around it and go for charges when the opportunity is open. Sadly getting charges off with how the setup currently is is nearly impossible if anyone is there to stop you. And while I think pushing the lamp out one block would help with this, I don't think this is the underlying issue to the extent that slowness is.
Weakness brought forth the persistent issue that you need to break it to win, and it made it so getting kills was much, much harder. Weakness was gutted out of Conquest because it was unanimously agreed that in the state it was in it was too strong and made the meta stale. Now we have come to a cross road once again with the same issue, now in the form of the Slowness Module. Weakness giving a 20% reduction to your strength, slowness giving a 20% reduction to your speed. They are eerily similar, and both represent the same issue, they do too much for what they are, both are simply too strong for a module.
Weakness' primary issue was that it was too strong in the sense it stopped attackers from getting kills, and while Slowness' AOE is smaller it still presents the same issue just in a different light, it not only stops attackers from being able to crit chain to kill a defender, it slows attackers to let defenders get kills easier.
Now some may say that you should employ x/y/z strategy to counter the module, the issue with this argument is very simple, the only somewhat valid strategies to counter something like the slowness module are either not effective or too time consuming to be a valid strategy. Bowing would take too long, countering the Slowness module with debuff pots isn't realistic in the scale of how large fights are, only using kb2/punch2 to slow fighting to get charges isn't realistic as the same can be done unto you, etc etc.
The other opinion I've heard is that we need more time testing modules to see how they are. I disagree with that because in the /c train fights and the actual fight I've had against slowness, it becomes very apparent who the offender is. Sure, the lingering pot module's bleed is good, and creates a zoning effect that slows attackers and makes them play more carefully (and in the fight on tile 1 yesterday, the defenders had to watch out was well lol) around the Tgen, and spectral in it's current state also does a good job at helping defenders focus their defense against attackers. Rallying charge puts out a cool new counter-push mechanic. All of the golem focused modules bring out a new and interesting strategy of making your golems much more formidable compared to their not buffed counterparts, but then when you get to Slowness, it flat out doesn't work in practice. In theory it shouldn't be too strong, but in PvP as crit focused as Loka is, and in Conquest fights where kills are as important as they are, slowness does too much for the defenders making it bring forth the same issue weakness did, it's too strong and does too much.
Balak has brought out a "don't attack if you want to win" mentality, attacking nets you loss after loss and anyone who disagrees with that or brings up the single outlier fight as a counterargument should join in for an attack on Balak to see how broken Slowness in it's current state is, it's truly comparable to Weakness. Attacking should definitely be slightly harder than defending, but it shouldn't be inconceivable for the attackers to win.
Lastly, I want to mention that I believe diversity in strategies and the sort is obviously more fun, which is why I believe that combining the slowness module and the laser module would also work, if removing the slowness module seems too harsh to you. Simply put per every 5 attackers, there would be 1 laser that applies slowness within the same 35 block AOE (i.e. 15 attackers 3 lasers, 23 attackers 4 lasers, etc). I believe this is a much more balanced module than the current Slowness Module and would prove to be useful but not overpowered as the Weakness Module was, and how the Slowness Module is now.
And lastly, no, get good isn't a valid argument either, I'm bad lol.
If you look at all fights so far on Balak there has been one, a single attack that has been won, excluding fights where Dong Dank in month one of Balak would claim and then not have anyone to defend (1-2 DD members showing up to defend). The single fight that was won was Elysia vs Iblis on Tile 1, and I can honestly say we shouldn't have won that fight, unfortunately for Iblis a lot of their key members were not able to appear due to irl commitments I would assume, you can see here they are missing many of their top players whilst Elysia had most of our main fighters.
What does it say when defenders literally always win excluding a single fight when two forces of presumably somewhat equal strength go head to head? Something isn't right. With the limited strategies you can employ in Conquest fights on Balak wiping the enemy forces is essentially the only way to win as of how things stand, meaning attackers must push up to the defenders tgen and fight around it and go for charges when the opportunity is open. Sadly getting charges off with how the setup currently is is nearly impossible if anyone is there to stop you. And while I think pushing the lamp out one block would help with this, I don't think this is the underlying issue to the extent that slowness is.
Weakness brought forth the persistent issue that you need to break it to win, and it made it so getting kills was much, much harder. Weakness was gutted out of Conquest because it was unanimously agreed that in the state it was in it was too strong and made the meta stale. Now we have come to a cross road once again with the same issue, now in the form of the Slowness Module. Weakness giving a 20% reduction to your strength, slowness giving a 20% reduction to your speed. They are eerily similar, and both represent the same issue, they do too much for what they are, both are simply too strong for a module.
Weakness' primary issue was that it was too strong in the sense it stopped attackers from getting kills, and while Slowness' AOE is smaller it still presents the same issue just in a different light, it not only stops attackers from being able to crit chain to kill a defender, it slows attackers to let defenders get kills easier.
Now some may say that you should employ x/y/z strategy to counter the module, the issue with this argument is very simple, the only somewhat valid strategies to counter something like the slowness module are either not effective or too time consuming to be a valid strategy. Bowing would take too long, countering the Slowness module with debuff pots isn't realistic in the scale of how large fights are, only using kb2/punch2 to slow fighting to get charges isn't realistic as the same can be done unto you, etc etc.
The other opinion I've heard is that we need more time testing modules to see how they are. I disagree with that because in the /c train fights and the actual fight I've had against slowness, it becomes very apparent who the offender is. Sure, the lingering pot module's bleed is good, and creates a zoning effect that slows attackers and makes them play more carefully (and in the fight on tile 1 yesterday, the defenders had to watch out was well lol) around the Tgen, and spectral in it's current state also does a good job at helping defenders focus their defense against attackers. Rallying charge puts out a cool new counter-push mechanic. All of the golem focused modules bring out a new and interesting strategy of making your golems much more formidable compared to their not buffed counterparts, but then when you get to Slowness, it flat out doesn't work in practice. In theory it shouldn't be too strong, but in PvP as crit focused as Loka is, and in Conquest fights where kills are as important as they are, slowness does too much for the defenders making it bring forth the same issue weakness did, it's too strong and does too much.
Balak has brought out a "don't attack if you want to win" mentality, attacking nets you loss after loss and anyone who disagrees with that or brings up the single outlier fight as a counterargument should join in for an attack on Balak to see how broken Slowness in it's current state is, it's truly comparable to Weakness. Attacking should definitely be slightly harder than defending, but it shouldn't be inconceivable for the attackers to win.
Lastly, I want to mention that I believe diversity in strategies and the sort is obviously more fun, which is why I believe that combining the slowness module and the laser module would also work, if removing the slowness module seems too harsh to you. Simply put per every 5 attackers, there would be 1 laser that applies slowness within the same 35 block AOE (i.e. 15 attackers 3 lasers, 23 attackers 4 lasers, etc). I believe this is a much more balanced module than the current Slowness Module and would prove to be useful but not overpowered as the Weakness Module was, and how the Slowness Module is now.
And lastly, no, get good isn't a valid argument either, I'm bad lol.