Battle 6 Retrospective
Welcome to the mid-game. Welcome to 8/10. I have a lot to say.
Challenges…
Eh. I don’t have a ton to say here, but all things considered, I’d rather them stay the same. Irl isn’t making things easy and the last round demonstrated that for a lot of people.
Supports...
Virgil and I spent a lot of time plotting and contacting all of the active support players. This time around, we made some big improvements to the arsenal. The support boost meter going off and allowing Kyogre to be knocked out was only appropriate. To all the support players — thank you! Keep being awesome, and I hope we can continue to build on this performance moving forward!
Status…
An effective-immediate halving of the status multiplier might be good for the meta in some respects, but that can’t be the full extent of it.
I can definitely speak as someone who has built a lot of their unit around status, so you should know that it would be a huge blow for Radiant Iceberg to be nerfed so heavily. I’m not really in a position to like, ask for stuff, but… yeah. I’m asking for stuff here. When Psych Up was nerfed, refunds and workable solutions were offered right away for those who used it. Similar compensation would be nice here too, especially since this situation is a little more permanent (i.e. BL moves, which cannot be un-learned or replaced, are having their utility directly impacted).
If status is being nerfed, then the weight it carries in custom moves ought to shift proportionally to that. That’s my stance.
A compromise?
How ‘bout this: instead of going through the hassle of reevaluating BL moves and whatnot, just let enemies be statused more than one time. Let that be the big change to go along with the smaller multiplier. Broaden the curve by increasing the number of occurrences that things are statused, but decreasing the multiplier on damage. In the end you almost certainly end up with less damage overall, which, considering the motivation behind this nerf, seems to be the desired outcome.
I’m not personally in favor of this next thing, but if it opens y’all up to the idea any more—perhaps there could be a scaling threshold system for status? Like, where the first time something is afflicted with a specific status condition would only require hitting the normal threshold. Then the second time would have to hit x1.5 the threshold, and so on. It would certainly help prevent status spam.
Untapped elements of the meta
Moving forward, we should anticipate that the full range of available perks/items/etc will likely be relevant in battle. Namo tends to leave room open for everything to matter in some way; it’s uncharacteristic of his writing style to make something have no use or impact somewhere, and that carries over to Blacklight in the sense that certain unlocks could be hints of what’s to come. For example, with a perk like Feeling Okay available, you can infer that status-adding attacks will likely be used on the party at some point. Why else would the perk exist?
That’s just an example, but this goes a little deeper than that. It’s reasonable to expect neglected perks/items/etc to have their usefulness boosted due to the mechanics of certain fights. We witnessed this happen in the last fight with Owen’s Perceive picking stagger instead of thresholds. I joked about it being a sales pitch, but seriously, there’s no better way to demonstrate opportunity cost in Blacklight than designing battles to expose it. Look out for that.
Logging things...
Right now the character sheet looks pretty weird, starting with the names section. Only a few people have submitted Cibus names (RX effect) and translated Cibus names (food). Not a big deal at all, but still, it’s a fun feature and I wanna remind people it exists.
Astrid is officially sending out an S.O.S.
Okayyyy, I kinda need to talk about this one because it’s been on my mind since the very beginning and it came up in the recent battle. Um, basically, too many of our attackers are physical. It isn’t necessarily anyone’s fault, either, it’s just... where we’re at.
Currently there are only four noteworthy Magic weapons: Cynthian, who is on an indefinite hiatus; Vix, with Fuze being a no-show for last battle; Owen, with Namo electing to step back from FL unless a spot opens; and Astrid.
I’m serious. Please help. We’re playing on 8/10 difficulty and the sheer lack of depth on the Magic side of things might start to become a serious issue that can’t be swept under the rug any longer. Until a hypothetical new player joins with a FL Magic build, we
might benefit from emphasizing the Magic side a little bit more in our strategy to supplement the lack of depth. Bosses can catch onto our weaknesses and imbalances at this difficulty, and as long as we continue to stick with it and potentially go higher, we will find ourselves making necessary micro-optimizations that would’ve been an afterthought otherwise.
Physical attackers not getting a fair shot?
I respectfully disagree. And considering how the surplus of Physical attackers have spent the campaign thriving and synergizing together while Magic has had no such luck, I struggle to empathize as well.
Look, part of Blacklight is understanding that a lot can happen in one turn, and that means risking the viability of certain combos that need to be timed precisely in order to work. It can mean being put in a position where the task your build is best at isn’t immediately available to you. Please begin to anticipate this, and please plan ahead! The only remedy is being dynamic with your moves, perks, and so on; if you have more than one or two things to do on the battlefield, you’re far less likely to be put in a position where you can’t do anything useful, even at these high difficulties.
Above all, let this be your takeaway: you must be
adaptable. Being adaptable requires preparing for the worst.
I think whenever we encounter a problem in the future, you should ask yourself if it’s a problem that could’ve been avoided with an alternate move, perk, or some other readily available alternative. You should also ask yourself, albeit with less weight, if it’s something you could’ve avoided by having someone on the team grab a custom move that could help solve the problem. If the answer is a reasonable yes, then it’s an obstacle you won’t get very far complaining about. Learn from it and work around it.
Finally, please cut Namo and the balance team some slack. Their job is to expose Team Spectrum’s weaknesses and, well, they’ve done tremendously. I’m very grateful to Namo, ExplosiveTurkey, Magyk, and MadderJacker for all the work they’ve done. Considering we were the ones who requested this difficulty bump, I endorse everything that happened in the last battle, recognize it as mechanically sound, and am looking forward to future battles.
Speaking of the Difficulty…
9/10 when?
And lastly…
I wonder what we’re unlocking? 👀 I honestly don’t know, since by this point this campaign is relatively different from the former campaign. Cant wait!