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Slay the Spire and its "family"
https://steam.cryotank.net/wp-content/gallery/slaythespire/Slay-the-Spire-01-HD.png Slay the Spire (StS) has finally arrived to Android! For two years many of us dreamed for this legendary game to be accessible on their mobile devices, and finally the day has come. No need to talk about how awesome this game is, how it basically started a new genre of card-based dungeon crawlers (UPD: or roguelike deck-builders, if you prefer the term), and even about how well or poor it works on Android hardware in its current state (there will be lots of these posts during the days to come). What I wanted to talk about is the impact this game had on (specifically) mobile industry and how other developers were able to utilize this innovative formula in their own products. Personally, I am somewhat glad that StS release was delayed that much. This allowed a lot of "clones" to be spawned, many of which I enjoyed playing. Some of them appear to be straight rip-offs, but others introduced many fresh ideas of their own, some even surpassing the predecessor's greatness. What the heck am I talking about and how is this even possible will be revealed to you, should you decide to stay on a bit and read through the article below.
General info
First and foremost, let's clarify the important thing: card based dungeon crawlers are not Collectible Card Games (CCGs). Even though they share the same ideas, and some of them (StS included) even have a feature to permanently improve starting cards, or a mode to play with pre-constructed decks, this is not the case for the genre in general. There is no place for multiplayer and PvP battles here: a turn-down for the most, but an undeniable advantage for the rest - only though-out puzzle-like single-player experience which we can pause at any moment and continue when the time is appropriate. Thus, there will never be troubles with downtime, matchmaking, ratings, overpowered builds and other PvP stuff, as there will never be a satisfaction of crushing your opponents with the power of your mighty intellect... The fun of discovering interesting synergies between various card combinations is still present, though. With this being said, let's quickly look through the core features of the genre, which will be relevant for almost every game we review below: - we must explore a dungeon, which (usually, but not necessarily) consists of three floors with increasing difficulty; - we have limited control over the order in which to face the challenges; - there is a powerful boss in the end of each floor; - we battle using deck of cards, usually drawing new cards from deck to hand each turn; - there is a limitation on how many cards we can play during our turn; - we start with a weak basic deck, but get new cards as rewards for fighting enemies; - there is a possibility to permanently remove (weak) cards from the deck; - successful gameplay strategies revolve around utilizing the synergies between different cards; - there are several character classes, each with their own cards and tactics; - there are often additional items to acquire in the dungeon, providing bonuses and emphasizing specific types of play; Before Slay the Spire (StS) came out, there was another card-based dungeon crawler called Dream Quest (DQ), which considered by many to be the first game of the genre (at least the first one to make a significant impact). Not sure if the former drew inspiration from the latter, but certain parallels can easily be drawn: in fact, all of the features mentioned in the list above are valid for DQ the same way as it is for StS. The rich plethora of card based dungeon crawlers (both PC/Console and mobile) originated from some combination of the two. StS, however, can not be considered a clone of DQ, as it introduced a lot of original ideas and spawned its own line of descendants. It is always interesting to analyze each new title to see which of two games was the biggest inspiration, and to group them accordingly. For me the main criteria lies in the core difference in battle system: - in StS, enemies (usually multiple) show their intentions at the beginning of each turn, so we know what to expect and what to play against; - in DQ, the enemy (usually single) draws and plays cards the same way as we do, often using the same abilities and synergies we ourselves can use. Introductions aside, let's finally get to the interesting part - the games! (Note: Games are listed in alphabetical order to not give any privileges to one over another. For my personal preferences see the comment section).
Dream Quest clones
Call of Lophis takes us on a grim journey through infested lands full of deadly monsters, dangerous traps, and one of the most ridiculous card art I have ever seen. It's surprising to see how dark fantasy elements combine with the humor and gags this game presents. From the gameplay point of view, there is enough card variety and interesting synergies, but it will take a long time to reach the interesting parts. Really: this game just does not know when to end, forcing new and new dungeon locations onto us with basically the same monsters and same approaches to dealing with them over and over. Its the boss battles which crank the difficulty up to over 9000, and if we don't have the right deck by the time we reach them, there is nothing we can do to pull it off. Plus there is some shady business going on with monetization schemes, where even paid version of the game makes us spend money to unlock additional classes and grind a lot to buy permanent improvements. Only truly dedicated players will be interested in dealing with all this nonsense. [...] UPD: Haven't checked on it for a long time - maybe the situation improved somehow. Crimson Deep is still in early alpha and was not updated for a long time. But the development hasn't stopped, and there is a new major release approaching in the nearest future. It makes no sense to talk about the game till then: the version in the store is too raw to provide any significant gameplay experience, but it would be interesting to see where it goes in the end. Dimension of Dream is probably the only game that has the same grid-based dungeon layout as DQ itself. This time with full 3D and a possibility to fight only limited set of enemies before facing the final boss (which allows to moderate difficulty as we go, either defeating tougher enemies with better rewards, or to save HP and fight only the easy ones). This game has one of the most interesting battle systems and 6 truly unique classes with deep complex strategies unlike anything we have ever seen (not only the cards themselves, but the order in which we play them greatly affects the outcome). Unfortunately, the English version was pulled from Google Play, leaving only Chinese version for Asian people to enjoy. UPD: Apparently, the game was re-released under different publisher with the title Dreaming Dimension, so there you have it. [...] Meteorfall: Journeys offers the streamlined approach to dungeon crawling, where all our decisions boil down to Reigns-like "swipe left / swipe right" operation: picking the path, encounter resolutions, and even battles are simplified to utilize this binary choice mechanic. But don't worry: these specifics do not affect the gameplay, still providing enough strategic depth to appeal even to hardcore players. Add here a neat visual style, lots of character classes and their variations, cool card combos, and you get a true masterpiece, which is Meteorfall. [...] Night of the Full Moon offers a fresh take on a fairy tale of Red Riding Hood, but adding darker elements to it (including werewolves, zombies, mad scientists and cursed cultists). It demonstrates an amazing production quality with top-tier art, beautiful audio support, and intriguing storytelling. Gameplay wise, we have the closest thing to DQ, safe for the grid-based dungeon maps, which were changed to just picking the encounter out of available three. Some people may argue that the game does not offer enough strategic variety, only suggesting a single best build for each class, but you will still get different runs due to the randomness of card and power-up drops. Another argument of it being too easy is completely nullified on higher difficulty levels. Wish the story would develop in a different direction, though. [...] Spellsword Cards: Origins provides the gameplay similar to the Night of the Full moon, but focuses more on role-playing character development part. Aside from choosing a class, we also get to pick race with unique traits, and a school of magic, greatly affecting which cards will be available to us during the run. The problem here, though, is that monster encounters do not demonstrate a lot of variety, forcing us to fight the same enemies over and over, and the difficulty is rather high, with starting cards doing almost nothing and enemies quickly run out of hand with their devastating attacks, whereas good cards are hard to come by, and even then you will still be devastated on later stages. [...] UPD: Or maybe I am just bad at this game (welcome to comment section for valid strategy suggestions).
Slay the Spire clones
Blood Card offers a unique possibility to construct the dungeon ourselves, providing a pool of encounters of different types: regular monsters, elite monsters, events and shops. We pick a desired encounter from the pool, deal with it and then move on to the next one. Another interesting feature is that our health is defined by the number of cards in draw pile, which limits our tactical possibilities, but is compensated by the fact that we get multiple copies of cards as rewards for fighting enemies. There are a lot of interesting mechanics related to moving cards between various piles, as well as other neat features (like: the Death inevitably arrives in three turns and starts whacking everyone on the field with increasing persistence), but I'll leave them for you to discover on your own. Card Crusade seemed like a cool idea of mixing classic "roguelike" dungeon crawling with its "deck-based" counterpart, where we explore the dungeon the same way as we do it in Hack, Angband, Pixel Dungeon and other similar games, but use cards to fight actual enemies. In reality though, this implementation just adds a useless abstraction, as the adventuring does not provide any tactical benefits and is only there to inter-connect battle sequences (heck, even breaking pots and chests does not give us any coin, of which developers themselves warn us at the very beginning!). The cards are not very interesting, with next to none cool synergies, and new classes (which should be unlocked by performing specific actions on previous runs) do not provide any major difference. [...] Card Quest takes us on an epic journey through fantasy lands, where we will perform great deeds as one of the classic RPG hero classes (fighter, wizard, rogue, ranger), each with their own equipment and fighting disciplines. The interesting part is that the cards we use during runs are defined by said equipment, and if we find some new pieces during our adventure, we get to keep them for further runs. Also worth noting that defense cards are played not during our turn, but during enemy turn, which requires us to plan ahead a bit. This being said, the game is extremely hard - it will take a lot of unsuccessful tries to finally reach the end. But the variety of dungeons and possible builds will keep us occupied for long. Dungeon Tales for a long time was the closest, yet simplified copy of StS mechanics (up to similar cards and gaming strategies), but without certain elaborate features, like upgrading cards or using potions. The basics are left intact though: we still build our deck along the way and face the powerful boss in the end. There are only two characters available yet, but each has a couple of viable builds, so it can keep us invested for quite some time. [...] Endless Abyss is a close StS clone with very similar character classes (only two so far) and a lot of cards with exactly the same effects. Graphically the game looks very good, but angry monetization, lots of grinding, and forced ads make it almost impossible to fully enjoy. [...] Heroes of Abyss is a predecessor to Endless Abyss with basically the same core gameplay, but very simplified dungeon crawling part. There is no floor map with choosing our path, nor there are elaborate adventure events: just a series of battles with the boss in the end. The spoils we get after each battle go into improving our starting deck and unlocking new difficulty modes with higher rewards. What makes the game unusual, is that we chose the preferred build right from the beginning with appropriate set of starting cards, without the need to rely on the randomness of card drops. It may be interesting to unlock and compare all the 6 available builds, but once the task is done, there is almost no reason to play the game further. Heroes Journey provides a different setting for a change: this time we will play as space explorers, who crash landed on an alien planet. Thus, instead of familiar swords and bows, we will be wielding blasters and energy shields: the rest remains the same, up to the majority of cards straight up copied from StS. Unfortunately, this innovative idea was completely ruined by repetitive grinding and angry monetization, forcing player to make dozens of identical runs with the same small card pool, until something adequate is unlocked. Oh, and the game is long abandoned by the developers. Pirates Outlaws is an amazing rework of original StS ideas in a pirate setting with some changes to gameplay mechanics, such as introducing persistent charges needed to play certain cards, and different buff/debuff statuses that replace each other. There are also some questionable features, such as ship stamina that deteriorates over the course of the journey and leads to game over if not repaired in time, or a quest system, where quests can not be completed in parallel, but instead picking the new quest resets your progress in the current one. Some may also argue that new classes take long to grind for, or expensive to pay for, but with permanent booster pack this should not be a problem. Anyway, the game is highly recommended for any StS fan. [...] Rogue Adventure offers a twist to usual mechanic: our hand is limited by 4 cards, but each time we use one of them, a new card is immediately drawn to its place, thus we never run out of cards to play. Non-starting cards are common for all classes, but are grouped by type (or race), giving huge synergies depending on how many similar cards we have. Aside from this, the game offers diverse gameplay by providing a lot of different classes, each with its own unique strategies and dynamics, and some interesting items to work around. The developers constantly provide updates with bug fixes and new content, but be warned that new mechanics may break what you are already accustomed for. Royal Booty Quest started as a straight rip-off from StS with the same classes and abilities, and even cards having the same names. And absolutely atrocious pixelated visuals, which were not possible to look at without eyes bleeding out. Over time, though, it developed its own unique mechanics and interesting card combinations, but the art style did not get any better. However, if this is not a problem, the game is enjoyable to an extent, but since it was not updated for a long time, I doubt it will keeps anyone's interest for long. [...] Tavern Rumble adds an unusual strategic element - a 3x3 grid, on each units and enemies are placed. The core gameplay remains the same (we still see what opponents are planning to do each turn and adjust our own strategy accordingly), but the addition of the grid introduces another tactical layer: not only we should maximize the damage output, but also plan the layout for our troops to provide the effective delivery of said output, while at the same time establish enough defense to minimize the damage to ourselves. There are a lot of cards and classes to play around, different play modes and a lot of features that are still being constantly added to the game. Some may argue about simplistic pixel graphics or long repetitive grinding, but it is easy to unlock everything within reasonable amount of time, even without paying. [...]
Other Games
Of course, my criteria does not work 100% of the time, as some games are way too different from anything else to confidently enroll them into one of the categories. They either demonstrate traits of both, or implement entirely unique mechanics of their own (which I like the most), while still maintaining the basic dungeon crawling ideas (so a lot of the games you might think of will not end up in the list). What I have in mind is the following: Dungeon Reels removes the cards from card-based dungeon crawler - why bother, right? Instead, it provides some kind of a slot machine, where each turn three rows spin independently to pick available actions based on what slots we have in our reel. Winning battles awards us with new, better slots to add, each with their own specifics and synergies. Enemies also randomize their moves with slots of their own, but the most satisfying mechanic is the possibility to spin a jackpot with three identical slots for some powerful effect. It is interesting to see this concept developed further, but the game has not been updated for a long time. Iris and the Giant takes us on journey through imaginary world, inspired by Ancient Greek mythology. Each battle takes place on a grid, where various enemies advance in huge numbers. We play a card from our hand, usually dealing damage to nearest enemy, and then everyone who is still standing and can reach us deals damage in return. There are cards that target multiple enemies at once, as well as ways to play more than one card during our turn, so most of the time we will be deciding which card to play at which moment. The deck has limited size, and if it becomes empty we lose, so new cards should be constantly acquired. There are a lot of interesting mechanics to discover, but the game is very hard and luck based, requiring a lot of trial-and-error to finally reach the end. [...] Phantom Rose Scarlet has the same basic core, but with completely innovative battle system, not seen in any other game. On each turn there are four positions for cards to be played in strict order, where two of them are randomly filled with opponent's cards, and the remaining two are left for us to fill. Instead of drawing the hand, we have our entire deck available right away, but playing cards puts them on a cooldown, which does not reset between battles, so we constantly face the strategic choice of playing our best cards right away or keep them for later. The game is in active development, providing new mechanics and further developing the story, which is quite captivating here. [...] Void Tyrant is a bit of a stretch, but still a "card based dungeon crawler", in which we basically play BlackJack against our enemies by dealing card with numbers from 1 to 6 one-by-one from our deck until we stand or bust. Whoever has the highest value wins and deals damage to the loser. There are various supporting cards on top of this mechanic, allowing us to either jinx the outcome in our favor, or to perform various other metagame manipulations. The only downside of the game is the lack of content, as it quickly runs out of interesting things, and since it was not updated for a long time, it is unlikely that anything new will be added in the future. [...]
Conclusion
As you see, there is a lot to play besides StS, so even if you are not hyped by its long-awaited Android release, but appreciate a good intellectual dungeon crawler, you will find something to suit your needs. I hope, even with StS release, new games of the genre will continue appearing on mobile phones, and I will gladly review them and add to the list. If you know any hidden gems (or even trash) that was not highlighted in this article, please share the names and/or links in the comments. I am also open to any discussions on the topic, as I am obviously able to talk a lot about my favorite genre. Good luck to everyone in all your endeavors. P.S. I am well aware of games like Dungeon Cards, Card Adventure, Dungeon Faster, Meteorfall: Krumitz Tale, Card Thief, Maze Machina, Cube Card, Card Hog, Fisherman, Relics of the Fallen and other "grid-based puzzles", but do not consider them to be a part of the "family".
The Great Single Class Thief Compendium: how to be a non-Fighter fighting Thief, why Alchemy is underrated, a list of items to abuse with UAI, and a (complete?) list of Time Trap/Stop and backstab immune enemies. Among other shennanigans!
EDIT: Since I already wrote about it in the comments, I added a section about thieving skills point distribution. EDIT2: added some more thoughts about how much more damage we can do with a Time Trap vs a Spike Trap due to how probability works with the Spike Trap's 20d6 vs our maxed damage strategy for benefitting from Time Trap. First things first, this is the Enhanced Edition. It's what most people are playing and for good reason, so feel free to stop reading if that bothers you. Second, aside from convenience stuff (like tweaks anthology's bottomless bag of holding mod), the only mod I use is SCS with pretty much everything maxed except without the "Tactical Challenges" (cause I just find them tactics-narrowing and, consequently, boring. I like the original SCS philosophy which is to just enhance the game's AI with few actual statistical/ability changes). If you like that option, ok, good for you. I did a few playthroughs with them back in the day, but didn't care for it too much. Third, I just finished a playthrough of Shadows of Amn and Throne of Bhaal (didn't feel like playing BG1/SoD this time around) with a Half-Orc Assassin, so that's what I'm gonna be focusing on, especially cause most people's complaints of single class thieves pertain to Throne of Bhaal. With that said, let's get to it (feel free to skip certain sections, of course, it's a huge post): THIEVING SKILLS POINT DISTRIBUTION (just copy and pasted it from my comment below, I didn't talk about it before cause it's too basic, but maybe some newbies might be reading this) -There are several potions/equipment that increase your thieving skills, so you don't need to max out pickpocket, open locks or find traps. Plus, every point in dexterity increases every thieving skill except detect illusions by 5 points and you can increase dex permanently (eg tome) and temporarily (eg draw upon holy might). -95 is enough to open every lock and find every trap in the trilogy. But if you can reach 25 str temporarily that gets you the equivalent of 85 open lock through bashing. -You don't need much pickpocket unless you wanna steal from shops often, cause otherwise you can just buff it temporarily whenever you need it. -Hide and move silently max out at 200 each, but 100 on one of them is reasonable enough to just hide outside of combat (remember you can use quick load to speed up your hide attempts outside of combat). 100 in both is enough to max out in dark areas (lighter areas and being outside during the day give you penalties). If you wanna run+hide constantly put more into it earlier. Or, if you're playing a shadowdancer you need as much of this as possible right away. -Detect illusions can't be buffed so get it to 100, but you don't need it too much in bg1 cause there aren't many invisible/hidden enemies. -Set traps should be at 100 for convenience, but you can live with a lower number if you only trap outside of combat and don't mind reloading. It's absolutely essential to max out if you wanna trap during combat (by running away first ofc otherwise you can't use it). All in all, I just get some good hide/set traps/detect illusion early in soa and then start to minmax. Bg1 is really kit/strategy dependent but I ignore open lock/find traps for most of it (unlocking/disabling doesn't even get you much xp in bg1, why bother? Just take traps and bash locks unless doing no reload). KITS -Assassin: fantastic kit. Poison is a great buff (especially vs spellcasters, but not just that) with decent duration (5 rounds) that you can reapply a ton of times. That +1 to hit comes in super handy for thieves (who get worse thac0 progression than a cleric) and the +1 to damage actually makes a substantial difference when you consider it factors into backstabs. Every +1 damage (that factors into the backstab formula, so no Strength bonuses) means 7 extra damage on a single backstab or 63 extra damage in a single round of Assassination with 9 Attacks per Round (APR). And, of course, we get that sweet sweet x7 backstab, meaning Assassination can do MONSTROUS damage (easily over ~1000+ in a single round with 9APR). -Bounty Hunter: also great, though it's been a while since I've played a solo one to judge it properly. Being able to throw the special traps and have them explode in a fireball-sized area is great and the Maze traps are underrated (they ignore magic resistance and there's no save!), cause anything with under 18 Intelligence (most enemies, pretty much) and not immune to maze (again, the vast majority of enemies, even dragons/demons are vulnerable) gets caught up for at least 2d4 (probably more) leaving you with a great opportunity to place traps for when they come back. Plus, the smarter folks come back sooner, meaning spellcasters will probably be left alone and take the brunt of the traps (whose damage can pretty much only be stopped by the exact physical/elemental-damage resistance). -Swashbuckler: unnecessarily fighter-like IMO. As we'll see later, thieves can be quite the fighters if geared properly and it's rare that they're lacking either thac0 or AC. But since Swashbucklers get ridiculous amounts of thac0/AC by the end of the game it means you can get a little bit more creative with your gearing and access to Whirlwind is nice, I suppose. Not getting backstabs/access to Assassination is a huge bummer though. Shadowdancer: super fun kit, but they miss out on some of the best parts of thieves: high level abilities (HLAs). Shadow Form (essentially a stronger, but short-lasting Hardiness+Improved Invisibility) is great, Shadow Twin is simply unnecessary (it's a Simulacrum, cool, but there are already two other sources of Simulacrum...) and their Shadow Maze is crappy compared to the Bounty Hunter's maze trap cause it doesn't ignore magic resistance, there's a save (at -4, admittedly) AND it only affects a single opponent, not an area. But the worst part is that they don't get the amazing thief traps and their Assassination is super nerfed with that x4 multiplier. So why are they still good? Because they still get Use Any Item (UAI), shadowstep lets you dispel illusions comfortably in the chaos of battle and give you time for your hide cooldown to reset, but, most importantly, hide-in-plain-sight allows for a cheeky combo: Invisibility (not hiding) -> Backstab -> Insta-cast ability (eg use a wand if you're a single class SD or use a 0 casting time spell if you're a dual SD/Mage or Cleric) -> Hide (that's not on cooldown cause we weren't hidden to begin with, we were invisible before). That means you can constantly do a backstab + use a wand or cast a spell (or a triggesequencer!) and hide before the enemy can do anything. So the more sources of invisibility you have, the more you can do in combat without ever being engaged! If the enemy doesn't just straight up ignore invisibility you can pretty much play without armor if you want (if your hide/move silently are good, ofc). RACES Human: good for dualing, of course. Swashbucklers and Shadowdancers are the best duals IMO, unless you're willing to dual crazy late for the x7 Assassin backstab (you can do it if you're playing solo, but I wouldn't recommend it in a full party with six-way shared XP). Elf: -1 con makes no difference, but the +1 to dex is nice, cause we can easily get to 21 DEX (with 2 out of the 3 sources of +1 dex: BG1 Tome, the Machine of Lum and the Deck of Many Things) for that extra -1 AC and each point in dex gives us +5 to thieving skills (except Detect Illusions), but none of that is necessary cause we can still reach 21 DEX starting with 18 DEX and by the end of the game we'll have all the skills pretty much maxed out anyway. 90% charm immunity is nice though, I guess. Half-Orc: my preferred choice. Why? Thieves need more thac0, especially against late-late game bosses that are immune to Time Traps/Time Stop (meaning we can't just auto-hit them) and having more thac0 when you're a class with poor thac0 progression is always nice. Plus, you get more damage. In BG1 alone it's a huge difference cause jumping from 18 to 19 STR means -2 bonus to thac0 and +7 to damage. By the end of the game we can have natural 23 Strength, which is more than any girdle can give us. Other races: shorties are cool for saving throws, but thieves already get enough with all the saving throw-enhancing gear that UAI lets them use and with Greater Evasion that lowers them by a further 3 points. And we miss out on, again, what we need the most: thac0! The difference between maxing out at 22 and 23 is another extra point! GEAR Use Any Item is one of the main strengths of thieves, so, yes, talking about items is also talking about thieves. You can't ignore this. -Weapons: "easy, you're an assassin, just get the Celestial Fury or the Staff of the Ram for great backstab damage!" Sure, if all you want to do a single powerful backstab to one-shot a single powerful enemy that's fine, go for those. But after getting HLAs what you want is Assassination potential and those weapons, surprisingly, aren't the best for that. Plus, you probably want a thief that can actually fight well in battles even after backstabbing and without needing to go away to hide again or whatever (though that's an option, of course). So what's the big bad weapon combo? How do we turn out non-Fighter Thief into a fighting Thief? We need more APR. Belm+Kundane then? That'll get 1 base attack, 1 offhand attack, plus 2 main hand attacks. Double that if you're Improved Hasted, so 8 APR. Cool, but we can do a lot better than that. Both Belm and Kundane are +2 weapons, meaning a bunch of powerful enemies will be immune to them. +3 is the real deal (only Demiliches, the Lesser Demon Lord from the eggs main quest, the Ravager, the Fallen Solar at the final battle and Watcher's Keep's Aurumach Rilmani are immune to +3 weapons). Besides, Kundane only has 1d6 base damage, meaning it weakens our Assassination potential. The answer? Throwing daggers, motherf****! That's right! Throwing daggers ain't just for throwing!! Both the Boomerang Dagger +2 (which you can easily pickpocket right at the start of SoA) and the Firetooth +3 (available in Ust Nasha) give you an extra attack! It's just that you can't use them in the offhand, but that doesn't matter cause they're both great! Both do a respectable 2d4 damage (better than a long sword's 1d8!) and the Firetooh is a +3, plus it does 1d2 extra fire damage for some convenient troll killing and stoneskin harassing! So you use either of those in the main hand and Belm in the offhand, but if the enemy is immune to backstabs or immune to +2 weapons you switch Belm out to the Scarlet Ninja-to +3 (available in Joluv's shop at the Copper Coronet and useable by thieves with UAI!). Dope! 8 APR with a great +3 main hand weapon! As for the 9 APR... Gauntlets of Extraordinary Specialization, which you can use after getting UAI. That's an extra 1/2 APR normally, but a full 1 extra APR with Improved Haste. Other great weapons you should keep in mind are the usual (Mace of Disruption/Daystar against undead, that one staff that instakills golems you get in Ust Nasha... But there's more that people don't often talk about, like: -The Blackmist Halberd you get from giving the eggs to the Lesser Demon Lord in Ust Nasha, which is great in a secondary weapon slot cause it lets us cast area blindness (blindness is one of the best spells in the game) once per day. -The Sling of Arvoreen that stuns in an area for 3 rounds (auto-hits for our 9APR thief!). -The Darkfire Bow available in ToB for its long-lasting (23 rounds) improved haste cast. -The Answerer in ToB if you really want to worse the enemy's AC (I didn't need to resort to it once in my playthrough, but you can use it if you want). EDIT: as mentioned by semiticgod, "The Staff of the Magi can royally screw with Sendai in ToB. Unlike some other ToB enemies, the drow cannot see through invisibility, though SCS Sendai and company will use divination spells (the Cloak of Non Detection can preserve the staff's invisibility despite those spells)". I totally forgot to fight the Twisted Rune before going to ToB, so I screwed myself there. -+4 weapons for the few +3 immune enemies (which I only used to finish off the Aurumach Rilmani in Watcher's Keep and kill Demiliches, I'll talk about how to handle the Ravager later). ArmoAccessories: -Wands, you know them, you love them, you can backstab (or just attack) and then immediately cast them. I barely used them in my playthrough, but they're excellent, of course, especially the wands of paralyzation and spell striking. -Invisibility stuff. Obvious use. -Like I said before, Gauntlets of Extraordinary Specialization (SoA) to get to 9APR. -Headband of the Devout (ToB): blesses you (-1 thac0 and +1 backstab-effective damage!) and lets you cast Righteous Magic (+3 Strength and MAXED OUT DAMAGE) once per day lasting 1 turn aka 10 rounds!!! GET THIS!! Normally only monks can use it and it's available in Rasaad's quest, along with two other nice items (a cloak that gets you -2 stackable AC and Protection from Magical Energy and Boots with 3x/day Shadow Door). -Improved Haste (IH) gear: a) (SoA) Early on you can use the Ring of Gaxx to get 1 round of undispellable (hardly necessary, but I just thought I'd let people know about this if they didn't) IH 3x/day, it technically amounts to 5 rounds, not 3, cause each of the 3 casts lasts for 10 secs (a round is 6 secs), so you might end up doing more than 1 round's worth of attacks (it's hard to tell). b) (SoA) Bracers of Blinding Strike in the Underdark for 20 secs (a little over 3 rounds) of IH. You can equip it, cast it and equip something else. c) (SoA) Scrolls of Improved Haste, if you really want to have a longer lasting IH in SoA. There are quite a few and you won't need them in ToB, so use them freely. If you want, you can even waste a scroll of wish for it... d) (modded SoA or ToB) If you're using the mod (was it Tweaks Anthology?) that lets Cromwell forge the ToB recipes that you can already get in SoA then you can get the Improved Cloak of Protection +2 for those sweet 23 rounds of IH. e) (ToB) Amulet of Cheetah Speed, also 23 rounds of IH. -Cloak of Unerring Strikes (SoA) and later Montolio's Cloak (ToB) for extra offhand thac0 and, in Montolio's case also -1 save and AC bonus. -White Dragon Scale (SoA): best base AC out of any armor in game, available early in SoA, doesn't interfere with thieving skills, lets you cast Cone of Cold, protects from Cold (great for Melissan battle along with the Boots of the North)... The only problem is that it won't let you use the Improved Cloak of Protection +2, so when you get it switch to the Robe of the Apprenti (AC3) until you get another source of long-lasting IH. Or switch it out to cast IH with the cloak before battle and then put it back on. -Thieves' Hood (SoA): you're a thief, backstabs can hurt a lot in ToB, this makes you immune. Poison immunity is great too, but you got the Ring of Gaxx (which I'll cover with other regen gear) for that. -Paws of the Cheetah (SoA): along with (improved) haste this lets you run and hide or, better yet, run and place a Time Trap or Spike Trap! Essential!! -Helm of Balduran: we need that thac0 early on, boys and girls. Some HP and AC is nice too. -The Visage (SoA, from Dorn's quest): -1 bonus to saves and thac0, protects against crits (I just noticed this lol), can dominate once and has an acid breath attack and a big ol' list of immunities (fear, charm, feeblemind, confusion). What's not to love? It just takes a while to get cause you gotta finish Dorn's quest. It's dope, but after your saves get really low (naturally protecting you against those status as well) you get better stuff. -Book of Infinite Spells (SoA): Spell Turning! Underrated item and spell. You don't get a lot of spell protections as a non-spellcaster, especially the rechargeable kind, so this is one of the best. -Vhailor's Helm: more traps! More Assassinations! I actually forgot about using this until the literal final battle lol, but it's great. -Heart of the Mountain (SoA): available in Spellhold and normally only useable by Shamans, this gets you -2 AC and stacks with enchanted armorings! Excellent before ToB. -Amulet of the Master Harper (ToB): -3 bonus to AC, even better! Silence immunity and thieving skill bonuses aren't bad either. -Blessed Bracers (modded SoA Cromwell or ToB): resurrection heals you completely (at least until 2.6 comes! Though the text says it fully heals, so maybe it'll still after 2.6?) and there's some Cure Wounds too if you want. You're better off using a Rod of Resurrection cause it casts faster, but sometimes you just don't feel like using non-rechargeable item charges. Put it on, use it and switch out. -Nymph Cloak: cheesyyyyy, so cheeeeesy, but it's the kind of cheese I love. I tried not using it too much though, I just used it against a few Rakshasa early on and against Aesgareth's party. -Regen gear (I'll explain why this is great for thieves next): Ring of Regeneration, Ring of Gaxx (-2 AC and poison/disease immunity is great too ofc), Wong Fei's Ioun Stone (which also nets you some HP and -1 AC). REGENERATION "What? Why are you talking about regeneration? What does that have to do with thieves?" Alchemy = unlimited Potions of Regeneration that stack with all of the regen geaspells (all sources of regen stack INCLUDING DRINKING MULTIPLE POTIONS OF REGENERATION and I just discovered this last part after finishing the game). And Potions of Regeneration heal 2HP/round and last for 3 turns aka 30 rounds! Although Potions of Regen aren't super rare, they're also not available in ample supply, especially if you don't know where to find them all to begin with. But high level thieves can spam them freely cause they can always get more with Alchemy. So, if you're not a believe in regeneration like I am, let's explain how good it can be (this is the calculation without abusing potion of regen stacking, so only using one): -Ring of Regen 1HP/round (aka 1HP/6 seconds) -Ring of Gaxx 2/round -Wong Fei's Ioun Stone 1HP/Round -Potion of Regeneration 2HP/round = 6HP/round (aka 1HP/sec) x2 (cause Haste doubles it) 12HP/round (aka 2HP/sec) That's already pretty damn nice and it "reduces damage" a lot better than AC in ToB where some enemies still tear through -20 AC (plus, you can easily get to the AC cap and still wear all of those items and you've still got a cloak slot to spare and it doesn't force you into using regen weapons) But if you want some more quick regen as you run around you can use the Cloak of the Sewers' troll form to get you an extra 1HP/sec or 2 with haste, netting you 4HP/sec or 24HP/round which is almost a free Potion of Extra Healing (heals 27HP) every round. Hexxat makes this even better cause she's got "natural" (it's actually from her amulet) 1HP/round regen. And, of course, that's all without abusing the Potion of Regeneration stacking that can up as much as you can (though, again, you don't need it and I didn't use it cause I only discovered it now, after finishing the game), as long as you can be bothered to produce a ton of potions with Alchemy and resting (though they're temporary, so as you're drinking more you're wasting the duration of the previous ones, but it CAN get pretty ridiculous quickly and, hey, mages get crazy 8HP/sec WITHOUT HASTE regen from Shapechange -> Greater Wolfwere, so it's fair!). TRAPS Regular Traps: they eventually do 3d8+5 missile damage and 20 Poison damage with no save, Slays target if a Save vs. Death with a +4 bonus is failed. Pretty neat, especially if you stack a bunch, but not world-shattering. Spike Traps: everybody knows how good Spike Traps are, so I won't waste much time on them. They do 20d6 magic damage, so 20-120 (average 70). Magic damage is rarely (and I mean rarely) resisted, which makes them top tier and they can crush even Demogorgon and the final boss easily. I generally get 7 of them so I have the max stackable (was this a thing in vanilla or is this limit SCS-only? I don't remember) whenever I want without simulacrums etc.. Time Traps: bonkers. Amazing. Insanely underrated. Let's do some ToB-stage calculations (this is just the damage I was doing at some point in ToB with IH+Righteous Magic, it's not 100% minmax'd): Righteous Magic (max damage and 25 STR)+Improved Haste (9APR)+Time Trap (auto-hit) without backstabs/Assassination: Firetooth +3 -> 29 * 7 attacks (main hand) = 203 damage Belm +2 -> 28 * 2 attacks (offhand) = 56 damage = 1 trap spent, 1 round = 259 non-variable (without taking into account potential resistances to pierce/slash) damage. Plus, this is damage you can divide among multiple enemies. Same thing, but with Assassination: Firetooth +3 -> 147 * 7 attacks (main hand) = 1029 damage Belm +2 -> 112 * 2 attacks (offhand) = 224 damage = 1 trap spent, 1 round = 1253 non-variable (without taking into account potential resistances to pierce/slash) damage. Plus, this is damage you can divide among multiple enemies (eg backstabs for everyone aaaaand fall) and you can still do a lot of damage without Time Traps, it's just that auto-hit is great to make sure every attack hits. All in all, Time Traps often (not always, ofc) provide more value per use than Spike Traps, especially cause you can divide the damage among several enemies. With a properly geared Assassin, in most fights even without Righteous Magic IH+Assasination+Time Trap = 9 dead enemies in 1 round, so you can start doing this in SoA easily. EDIT: also, when you think about probabilities, even though Spike Trap does 20d6 and technically that's 20-120 damage, in reality there's a ~83% chance to roll in the 60-80 range or ~53% to roll in the 65-75 range, so their damage is largely inferior to what it may seem at first, meanwhile, out Time Trap strategy rolls max damage always due to Righteous Magic! And, supposedly, another trap exists... Hmmm... Don't bother, folks. OTHER HIGH-LEVEL ABILITIES Greater Evasion: dope! -6 bonus to AC, -3 bonus to saving throws, movement rate +2 and immunity to normal missiles. Lasts 5 rounds. I get 2 just in case, but it's rarely needed tbh. You got access to a lot of AC reducing gear with a thief (this is without Greater Evasion or any buffs and I could still get -2 if I used the Ring of Earth Control and the Cloak of the Dark Moon, but I'd rather keep my regen and thac0 stuff). Scribe Scrolls: unfortunately pointless. The only half-decent spells you can easily get from other items (wands, White Dragon Scale etc.). Do not invest! Avoid Death: -5 bonus to Save vs. Death, immunity to instant death effects, and +20 Hit Points. Lasts 5 rounds. It's aight. I get 2 later in the game just in case, but I rarely use it (good against Planetars so you don't get vorpal'd, would be good against Balors' vorpal effect too, but you can just Assassinate them). THE GREAT LIST OF BACKSTAB-IMMUNE ENEMIES! OH, THE DESPAIR! "Thieves are useless, there are too many backstab immune enemies!". Is that really the case? I mean, I know it's subjective (what you think are "too many", I mean), but too me the list is pretty short. The only thing that bothers me is ToB bosses being immune to it, but you can still handily deal with them as I'll show later. I think people think a lot of enemies are immune to backstab just cause they see past invisibility (like Demons do), but Assassination still works on them. So... Here's the list: SoA/ToB backstab-immune enemies: General enemy types: -Barbarians (fun fact: there are almost no Barbarians in SoA/ToB and the majority of them are specific measly Orcs/Orogs/Minotaurs) -Beholders (all types) <- Trap, even regular traps do it most of the time. -Demiliches (NOT Liches in general) <- Use Spell Immunity from a scroll or Protection from Undead if you're low level. -Devas/Planetars <-You should kill mage/clerics before they can summon them, but if you can't just Time Trap or Spike Trap. -Dragons <- Time Trap handles them easily or just use a scroll of disintegration. -Golems -Slimes/Oozes -A lot of mists/wraiths (I can't tell whether it's all of them or not, so I listed them below) Specific enemies: -3 out of the 6 enemies in the Heart Key fight in Watcher's Keep Final Seal level (The Huntress, the Hive Mother and Ameralis are immune, so Nalmissra, Xei Win Toh and even Y'Tossi are vulnerable) -Aesgareth and his party -Bone fiends (Bone Golem-looking demons) -Specific demons in fight 2-5 of the Black Pits II (for some reason... Even the Lesser Demon Lord in the Underdark is vulnerable, so why make these ones invulnerable?) -Garock/Rock (the two minotaurs at the Machine of Lum level of Watcher's Keep) -Guardian spirit (don't even remember who this is) -Kiser (dude causing some mischief in Saradush) -Liches, only two of them (Azamantes, the Spike Trap-able, along with his flaming skulls and Vongoethe in Amkethran) -Mists/Wraiths: Mist/Swamp/Wandering Horrors, Vampiric Wraiths/Mists, Spellhaunts, Slave Wraiths and Demon Wraith (Watcher's Keep maze level) -Velithuu (the ice salamander-looking demons in the Watcher's Keep Maze level) Bosses (ie enemies you have to fight finish the game, plus Demogorgon cause he's the "boss" of Watcher's Keep): -The Bhaalspawns (Balthazar, Gromnir, Illasera, Sendai, Yaga-Shura and his Lieutenants) -Demogorgon -Melissan -Nyalee (technically a boss lol) -Ravager and its Bone Blades Everything else can be backstabbed! Including: -Bodhi -Irenicus -The Slayer -Pretty much every Demon (even the Lesser Demon Lord in the Underdark) -Almost every Lich (even Kangaxx and Shangalar) -Greater Werewolves/Wolfweres -Mind Flayers (even their Master Brain) -The Watcher's Keep statues -Rakshasa -Fire Giants -Drow and so on (what else worries people?) If they see past invisibility, just pop that assassination, brother! And for those that can't be backstabbed we always have Time Traps! 9APR of auto-hit max damage is no joke. And takes us to... ENEMIES IMMUNE TO TIME TRAP/STOP They are just a few: -Demogorgon -Melissan -Ravager -Abazigal -Aurumach/Ferrumach Rilmani -Balthazar (only while in Lunar Stance) -Guardian Spirit (who???) Not that many and, really, the only ones who are a big deal in the non-tactical challenge SCS Insane game are Melissan and Ravager (which I'll cover later). Aurumach is also immune to +3 weapons and under, but he's too squishy to be a bother and can partially be hurt by normal traps (he's immune to magical damage, so Spike Traps don't work and the poison part of normal traps also doesn't work). ENEMIES THAT REQUIRE +4 WEAPONS Also not too many: Ravager Aurumach Rilmani <- mentioned it before, too squishy to be a bother. Fallen Solar (NOT Fallen Planetar, it's the one from the Melissan battle) <- lure and 2-3 spike traps handles it Demiliches <- usual cheese Lesser Demon Lord <- vulnerable to Time Trap and backstabs SO HOW DO WE DEAL WITH THEM TOB BOSSES? Demogorgon: Spike Traps. Bye. Yaga-Shura: Time Trap, hit him. Then deal with Lieutenants until you find him and then Time Trap him again. Sendai:actually one of the most annoying fights in the game for single class solo thieves, because there are sooooo many enemies to handle it's a big bother. The important part is to Spike Trap her clones that cast magic before they spawn and to put a Time Trap at the left of the arena before killing that last clone (who's pretty weak, thankfully, so you can take your time to set things up), that way the reinforcements will trigger the Time Trap along with the real Sendai spawning and you can just hit her until she dies and she can't do anything. Remember that you have a million different sources of Improved Haste at this point, so you can re-buff. EDIT: Read about the Staff of the Magi on the weapons section. I fucked up and didn't have it cause I forgot to get it before moving on to ToB. Abazigal: pre-fight 1 Time Trap to kill his human form in 1 round, 6 Spike Traps somewhere else -> Dragon (Time Trap immune), get him to trigger the 6 Spike Traps, then run and Spike Trap one or two times more. Dead. In vanilla it would be way easier cause dragons don't get the x3 SCS buff to HP. Balthazar: one Time Trap. Done. Yeaaaah, he's too easy for pretty much every party, I should re-install the improved version of his fight at least. Ravager: Time Trap AND backstab immunity! What a meanie! Besides the usual buffs (improved haste+righteous magic) and prioritizing thac0 boosting equipment, I used Black Blade of Disaster + 3 scrolls of Protection from Magical Weapons + 1 of Absolute Immunity. Harder to think of what to do than to actually do it. You gotta get a little lucky so that PfMW doesn't run out as he hits you and does the stun (sleep?) stuff on you or that you don't get dispelled too soon. Not too bad once you know what to do. Melissan: again Time Trap and backstab immunity. The first phase is the whole fight, pretty much. Usual buffs (improved haste+righteous magic) + BBD + Spell Immunity: Abjuration (to prevent dispel) can end it fast before it gets outta control. After that it's just a matter of abusing Spike Trap (4 traps for each phase) by using Simulacrums (scrolls or Vhailor's), Project Images and/or Rest Wishes (stop hoarding scrolls, it's the final fight!). RANDOM STATS Total scrolls I used in the whole playthrough: -3 Disintegrations for dragons (Firkraag/Thaxll'ssillyia/Saladrex). I coulda Time Trapped and hit them for a few times but this is easier. -2 Black Blades of Disaster (Ravager + Melissan's first phase). -2 Simulacrums (Melissan trap shennanigans). -3 Protection from Magical Weapons (Ravager). -1 Absolute Immunity, which coulda been another PfMW (Ravager). -1 Protection from Undead (to kill Kangaxx's Demilich form early on). Basically, feel free to use more scrolls than I did, cause you rarely need them. Wands I used: -1 charge of a wand of spellstriking to Breach Melissan at the start of her first phase. -3 charges of a wand of cloudkill on random enemies after getting UAI, then I forgot about it. Coulda used a lot more wands (especially spellstriking, but with regen and stuff I just waited til PfMWs ran out on some mages and so on), but I was too busy having fun with Time Trap Assassinations trying to kill as many enemies before they fell to the ground. How many times I used the super cheesy Nymph Cloak that I love but avoided using to focus on thief-related strats: -A few times against Rakshasa very early in the game (Watcher's Keep rakshasa can destroy a good deal of the second level on its own). -Once to charm the mage in the Aesgareth fight very early in the game to rush the +1 STR (Machine of Lum) and +2 DEX (Lum + Deck of Many Things). FINAL VERDICT Tons of fun. It's actually been a while since I last bothered to really finish Throne of Bhaal all the way through, but I was having so much fun with my Assassin that I did it. And it's boooooooooooooooooooooooooooonkers to think that some people think they're underpowered. Bonkers! They're almost fightemage/thieves on their own. And even if you don't like positioning for backstabs... You barely need it. I pretty much only did that before I got Assassination (and even then I didn't need to rely on it too much cause I already had 8APR and so on), afterwards it's Assassination-a-palooza. Too bad you only get 1 so you have to rest a bunch though, but you can still do plenty of damage with just Time Traps if you don't wanna abuse resting.
Hello all! It's no secret that Destiny 2 has objectively never been more accessible to the average user, what with the game going Free to Play on all platforms and with crossplay coming later this year, it's safe to say we're more inundated with new guardians than ever. While the PvE scene is filled with helpful guides as always on what general guns are good to watch out for, what activities to grind in order to obtain your basic work horse weapons, the average kinderguardian will be walking into the Crucible playlist right now and have little to no clue what to utilise in order to keep up with today's weapon meta. To counteract this issue, this is a guide that will consist of how to obtain relevant guns for PvP success split up into 3 segments! The 3 sections of this guide will consist of: Tier 1: World/Playlist Drop Weapons These are weapons that can drop through Strikes, Crucible or Gambit, and are available to all players regardless of whether they are solo or in a clan! If you aren't sure what you're looking for having just started out or if you've always written off PvP and just now want to get into it due to that slick looking Trials armor, this section will set you up with simple to obtain weapons that will treat you well. Tier 2: Targeted Sources (Mid-Game) These weapons' sources will come from specific matchmade activities (Altars of Sorrow, Iron Banner, etc.) While you will not run into these naturally and will have to go out of your way to do these activities, the weapons that drop from them will reward your investment. While these activities will be easier with a group, they still have solo paths to farming weapons. Tier 3: Targeted Sources (End-Game) In this tier, the weapons will either come from end-game PvE activities (Secret Missions, Raids) or end-game PvP activites (Trials of Osiris). Up until this section no weapons have required DLCs, however Tier 3 will assume you have access to all 3 DLCs and the ability to LFG for a group. If you are not used to end-game activities wherein you are forced to go out of your way to find a fireteam, being a solo player or new to the game, there are various ways to do so. Destiny 2 on PC has various LFG Discords and, though I am not an Xbox player myself, I've been told there is an in-game LFG system for those platforms. A final note before we begin the guide: regardless of perk pools and stats, weapons are very personal! If you find a gun you feel works for you & you can slay out crucible matches with it then use it, regardless of whether it's the crustiest blue hand cannon you've ever seen. In addition, these tiers do not denote a gun's worth or effectiveness, only the ease through which you may obtain it: some Tier 1 guns may feel "better" than Tier 3 guns, it's all up to you.
Tier 1
Bottom Dollar: Void Hand Cannon, 120 RPM (Source: Gambit match completions) Bottom Dollar is a potential drop from every Gambit match completion, win or loss. Its perk pool is gargantuan, with 12 potential perks in each main perk slot, however this works in the guns favour in that it has many potential usable rolls. Feeding Frenzy + Rampage, Quickdraw + Opening Shot, Rangefinder + Opening Shot, Outlaw + Multikill Clip or any combination of all these perks will provide you with a slow but reliable PvP Hand Cannon attainable relatively simply. Simply, however, does not mean easily, as the drop rate from the end-of-playlist-activity weapons is rather low & diluted with other world drop weapons at the moment. Frozen Orbit: Void Sniper, 72 RPM (Source: Crucible match completions) Frozen Orbit drops in the same way as Bottom Dollar, however instead may drop from any Crucible match completion. 72 RPM snipers usually have low handling, and so either Quickdraw or Snapshot Sights is considered essential by the majority of the community. If you land a Frozen Orbit with either of these perks it will do well as a high power-cap reliable PvP sniper, though as you will see, Aggressive Frame snipers can feel sluggish and heavy in comparison to some of the other snipers on this list. Retrofuturist: Void Shotgun, 80 RPM (Source: World drops/Gunsmith Engrams) Retrofuturist has the potential to drop through any legendary engram, and though it may appear bland, do not overlook this as a strong & reliable gateway into shotgunning. As a lightweight frame its handling is intrinsically higher, however Quickdraw is still an S-tier perk on any Retrofuturist. For your second perk column you can pair anything with Quickdraw, however for PvP either Snapshot Sights or Swashbuckler will most likely provide you with the best neutral-game benefits. For your barrel & magazine options, either Rifled Barrel or Full Choke are your best options for any shotgun, & Accurized Rounds for your magazine perk, though magazines do not massively affect shotgun consistency in PvP. True Prophecy: Kinetic Hand Cannon, 120 RPM (Source: World drops/Gunsmith Engrams) True Prophecy sports an impressive perk pool full of desirable traits, however is marred by its power cap. The gun sunsets at the end of this season, a phrase that will crop up multiple times, and means that its power will be capped at a certain amount for the rest of Destiny 2 unless it is reissued in a different form. While this does not affect regular playlist activities, anything power enabled will chew through sunset weapons, & it is heavily advised not to use them in any competitive scenario. If you do manage to land a True Prophecy you will be looking for any roll with Opening Shot or Rangefinder to pair with Rampage, Explsoive rounds or Timed Payload. Any roll will perform well, however these will provide the most consistent success. Stars in Shadow: Solar Pulse Rifle, 340 RPM (Source: Crucible match completions) Though it may not look like much, Stars in Shadow will eat alive anyone who underestimates it, and has carried me to the Lighthouse with its strengths. Another weapon with a deep perk pool Stars in Shadow has the potential for some incredible consistency, such as Firmly Planted + Headseeker, Killing Wind + Moving Target, Surplus + Demolitionist, and the incredible Outlaw + Kill Clip. If you see a Stars in Shadow drop, do not overlook it, as the time-to-kill of High-Impact Pulse Rifles is not at all to be overlooked, and Stars in Shadow will likely be the easiest attainable one for the foreseeable future. Xenoclast IV: Arc Shotgun, 80 RPM (Source: Strike completions) Xenoclast is an oddity in that despite it not rolling with Quickdraw it still presents a strong option in its diverse perk pool and Lightweight Frame for any aspiring shotgunners. Interesting perks include Slideshot/Slideways + Killing Wind, Surplus + Demolitionist or any Auto-Loading Holster roll. While Xenoclast will not stretch to the lengths that other PvP shotguns will, nor will it provide the best results, it is a solid Lightweight Frame shotgun that will get the job done while you search for something better. Honorary Mention: Felwinter's Lie: Solar Shotgun, 55 RPM (Source: Monument to Lost Lights Exotic Archive) No list of PvP weapons would be complete without mentioning Felwinter's Lie, however it may not hold its oppressive dominance over competitive Crucible for long enough to be considered an option worth recommending for numerous reasons. First of all, the shotgun sunsets at the end of the current season, and so you will get at most 3 more months of mileage out of it in Trials of Osiris & Iron Banner before the gun becomes unworthy of your energy slot. Second, its source of the Exotic Archive makes it a guaranteed drop, however for the hefty price of an Ascendant Shard it may not be the most accessible for a player first starting out. Its rolls of Quickdraw + Opening Shot cannot be beat, and the Shot Package perk providing it with a fixed spread mean that it is among the most consistent shotguns in the history of Destiny 2, but as far as competitive options go you would be better off not getting used to having this for too long.
Tier 2
The Palindrome: Void Hand Cannon, 140 RPM (Source, Nightfall: The Ordeal Completions *May require DLC depending on the week) The Palindrome is a returning classic from Destiny 1, and while it may no longer be present in the Kinetic slot, it still packs some killer perk options. Outlaw + Rampage, Killing Wind + Rangefinder, Quickdraw + Rangefinder, even Overflow + Rampage if you want to get especially frisky. Its drop source is its biggest obstacle, in that it will only drop when it is the rotated weapon in Nightfall: The Ordeal, and depending on the week it may be a strike that requires DLC to own. If you own everything however, Palindrome will be a consistent and powerful option, its Adept version even moreso if you eventually brave a Grandmaster Ordeal. Blasphemer: Kinetic Slug Shotgun, 65 RPM (Source: Altars of Sorrow Moon Event/Pit of Heresy Dungeon) While there are technically two versions of the Blasphemer, one with exclusive perks dropping only from the Shadowkeep Dungeon and one with general perks, for the purposes of PvP you need only worry about one roll: Quickdraw + Opening Shot. This roll can be acquired through completion of the Altars of Sorrow public event in Sorrow's Harbour on the Moon when the boss that day is dropping the shotgun, or at any point if you find a group for the Dungeon, but either will award you with your new Slug Shotgun. While these are not as easy to utilise as pellet shotguns, their ranges can stretch farther and being in the Kinetic slot, there are many weapons you can pair with Blasphemer. As a bonus, as far as I am aware, Altars of Sorrow and their associated weapon drops are free to all players, and so even without access to Pit of Heresy you can still obtain this weapon regardless. Bite of the Fox: Kinetic Sniper Rifle, 72 RPM (Source: Iron Banner match completions/Token turn-ins) Bite of the Fox is the first Iron Banner weapon on the list and it presents a unique opportunity in a Kinetic PvP sniper. Snapshot + Opening Shot will be a roll to prioritise, however the gun's ability to roll Snapshot + Moving Target may appeal to the more mobile Sniper Rifle players. The only other current Kinetic Aggressive Frame Sniper is locked behind Beyond Light's Deep Stone Crypt raid, and while it certainly does make for a good PvP Sniper, Bite of the Fox is far more attainable for the average player. Adored: Arc Sniper Rifle, 90 RPM (Source: Forging Your Own Path quest) Adored, while not the most unique of options, may be the only sniper some players use until it is sunset. Not only is it based on the fan favourite Sniper Rifle Beloved, it plays like it; with Snapshot Sights and Killing Wind Adored is a consistent, if potentially grind-gated option. Though the quest isn't necessarily complicated, if you choose the Crucible path to gaining Adored you will want some sniping expertise beforehand, however your efforts will be rewarded with the perfect pairing to any kinetic weapon for those longer ranges. The Steady Hand: Kinetic Hand Cannon, 120 RPM (Source: Iron Banner match completions/Token turn-ins) The Steady Hand provides a reliable, if slightly less powerful alternative to True Prophecy upon its eventual sunset at the end of this season. While Steady Hand's perk selection is lacking in comparison to its competition, an Outlaw + Swashbuckler roll presents some brutality, or my personal pocket pick; Quickdraw + Wellspring. There are merits to Quickdraw + Snapshot Sights too, however Steady Hand's main niche is simply being a reliable 120 RPM Kinetic Hand Cannon. It has a niche, and it fulfills it to great effect. Extraordinary Rendition: Kinetic Submachine Gun, 750 RPM (Source: Battlegrounds Playlist/Chosen-Focused Umbral Engrams *Requires Season Ownership) Extraordinary Rendition appears as the first PvP-oriented Submachine Gun on the list, and for good reason. Until recently, console/controller viability for Submachine Guns was next to none due to barely controllable recoil, however with recent changes the archetype is usable for short-mid range gunfights for a powerful pocket tool. Extraordinary Rendition lives up to its name with some extraordinary rolls, such as Zen Moment + Tap the Trigger, Overflow + Multikill Clip/Rampage, and a strong newcomer perk, Frenzy. Though definitely not viable on every map, SMGs are not to be overlooked, and Extraordinary Rendition makes a strong case for itself. The Guiding Sight: Kinetic Scout Rifle, 150 RPM (Source: Iron Banner match completions/Token turn-ins) The Guiding Sight presents a unique opportunity for a relatively easily obtainable yet incredibly deadly Scout Rifle option, with the right roll. Due to sitting just outside of the meta for many years, a good portion of the playerbase has written off Scout Rifles completely, however due to way in which The Guiding Sight interacts with the perk Iron Gaze, its stickiness will not let you down. For clarification, Iron Gaze is a perk which massively increases weapon target acquisition (which translates to aim assist in non-Bungie lingo) for the cost of range, however due to its intrinsic extreme range as a Scout Rifle, Guiding Sight reaps all the benefits with barely any of the drawbacks, as Bungie have removed all of the extreme range maps which would have utilised the lost range. If in your grind for Iron Banner weapons a Guiding Sight drops into your lap, give it a try, as it may surprise you. Waking Vigil: Arc Hand Cannon, 140 RPM (Source: Dreaming City Activities/Shattered Throne Dungeon) A tried and true yet incredibly deadly option, Waking Vigil has returned in updated power cap form to us this season, and it remains a high-tier Hand Cannon option for those so inclined. While the perk pool separation from Dungeon to other activities is not entirely clear, the rolls you will be chasing will be any combination of Outlaw/Rapid Hit + Opening Shot/Kill Clip depending on your playstyle. Rapid Hit + Opening Shot will present far more consistency, where as Outlaw + Kill Clip will provide lethality. As one of the only Hand Cannons left with Outlaw + Kill Clip, Waking Vigil presents a strong argument for why to go after it, plus both this and the next weapon should both be available to all players due to being drops from the Dreaming City! Retold Tale: Void Shotgun, 65 RPM (Source: Dreaming City Activities/Shattered Throne Dungeon) Returning along with Waking Vigil, Retold Tale's drop sources and perks are similar in both their effectiveness and lethality. Even in its updated form, the Shotgun can roll with Full Choke/Rifled Barrel, Accurized Rounds, Quickdraw and any number of perks in the in the second column, however a good combo to watch for is Quickdraw + Killing Wind for the extra bump to range. As far as energy Shotgun options go, Retold Tale will most likely be the go-to option for any serious shotgunners in end-game PvP. Honorary Mention: Sturm: Kinetic Hand Cannon, 120 RPM (Source: Monument to Lost Lights Exotic Archive) Sturm goes under honorary mentions due to requiring the grinding for an Exotic Cipher in order to be purchased from the Exotic Kiosk, however the grind is well worth it (plus it's available to all players!) While Sturm is an exotic it earns its place in the arsenal of any aspiring guardian with its monster set of stats, which are improved even further by its exotic catalyst. It may not be as flashy as Ace of Spades or Thorn, however neither of those can reach past 40 metres in the ways that Sturm can. For a non-sunset 120 RPM Hand Cannon option, look no further.
Tier 3
Hawkmoon: Kinetic Hand Cannon, 140 RPM (Source: Let Loose Thy Talons quest/Harbinger Mission *Season of the Hunt Content - Requires Beyond Light: Deluxe Edition) Hawkmoon shares its strengths in much the same places Sturm does, with a couple of extra bonuses. First, the base stats of the gun itself are incredibly high and make for a consistent option to pair with almost anything. These can be improved even further by grinding for randomly rolled Hawkmoons in the Harbinger mission, though this is best attempted with a group of 3 people. Second, the Paracausal Shot perk both forces its user to pace their shots in order to make the most of it, effectively creating the perfect training tool for headshots. A well-rolled Hawkmoon will never sunset, and that immediately puts it at the top of many peoples' lists, meaning if you own the requisite DLCs to do the mission or you bought last season and never made the most of it, go grab yourself a Hawkmoon. The Supremacy: Kinetic Sniper Rifle, 140 RPM (Source: Last Wish Raid *Requires Destiny 2: Forsaken) Supremacy is a tried-and-true sniper rifle choice for many people. Having been in the game for many years and receiving continually increased power caps all the way to 1410, combined with an incredibly small perk pool, it is likely for a Supremacy to be both a reliable & effective choice for the Kinetic slot. Snapshot is a given, and most second column perks will be good, though some interesting things can be done with Kill Clip or Rampage. Premonition: Void Pulse Rifle, 340 RPM (Source: Pit of Heresy Dungeon *Requires Destiny 2: Shadowkeep) Premonition, having recently returned to us with an updated power cap, presents a far-reaching High-Impact Pulse Rifle option with solid rolls. Feeding Frenzy + HeadseekeRampage, Moving Target + Headseeker, Zen Moment + Headseeker are all solid options, and being in the energy slot means the Kinetic slot is freed up for a special weapon or Exotic. An all-around consistent choice for a primary weapon, Premonition remains one of my personal favourites. Heritage: Kinetic Slug Shotgun, 65 RPM (Source: Deep Stone Crypt Raid *Requires Destiny 2: Beyond Light) On top of looking absolutely stunning, Heritage's consistency and feel make up for its somewhat difficult acquisition path. Though it cannot roll with Quickdraw, a Snapshot Sights/Reconstruction roll will ensure that in much the same situations you would be whipping out that Felwinter's, a Heritage will do so before the enemy even gets within spitting distance, and it will keep them that way due to the extra range Slug Shotguns provide. Succession: Kinetic Sniper Rifle, 72 RPM (Source: Deep Stone Crypt Raid *Requires Destiny 2: Beyond Light) Sluggish but powerful, Succession manages to both look good and offer a Kinetic 72 RPM Sniper option with unique perks. Snapshot Sights in the second column means that the first column has room for perks like Moving Target and Slideways, or even Killing Wind for the increase in target acquisition. Though it may be unwieldy, Succession will put down anyone you throw it at with ease, provided you hit your shots. Trustee: Solar Scout Rifle, 260 RPM (Source: Deep Stone Crypt Raid *Requires Destiny 2: Beyond Light) A surprisingly powerful option, Trustee makes up for a slower time-to-kiil by being both incredibly forgiving and consistent. Perk combinations are limitless, with Surplus + Wellspring, Reconstruction + Redirection, Reconstruction + Opening Shot, Zen Moment + Opening Shot, or even Zen Moment + High-Impact Reserves. As a faster firing Scout Rifle it has intrinsic Full Auto, letting you lay down on the trigger for as long as you want. Any time a bounty calls on Scout Rifle Kills in PvP, expect to see quite a few of these. Sacred Provenance: Kinetic Pulse Rifle, 450 RPM (Source, Garden of Salvation Raid *Requires Destiny 2: Shadowkeep) Aggressive Frame Pulse Rifles are notorious for hitting like a truck, and Sacred Provenance is no different. With a small perk pool and deadly perks combined with a great gunfeel, the only reason the gun isn't a no-brainer for Pulse Rifle users is its drop source. The greatest perk combination to look out for would be Rapid Hit + Kill Clip, though any combination would serve just fine when the time-to-kill is so relaxed. If you have one, make use of its extended range and give it a whirl! Omniscient Eye: Solar Sniper Rifle, 140 RPM (Source, Garden of Salvation Raid *Requires Destiny 2: Shadowkeep) Though nothing special, Omniscient Eye deserves a mention for its small perk pool & equally good feel. While energy 140 RPM snipers litter drop sources, Omniscient Eye brings a unique shooting experience different to most Veist Sniper Rifles that populate the 140 RPM archetype, and with snapshot it is impossible to go wrong. Where sniping is mainly based on feel for many people, Omniscient Eye may turn out to be your new slaying machine. Igneous Hammer: Solar Hand Cannon, 120 RPM (Source: Trials of Osiris) The first of two Trials of Osiris weapons on the list, Igneous Hammer represents the end-goal for many PvP players. A 120 RPM Hand Cannon with good range, a larger magazine and a superbly small perk pool populated by reliable combinations that complement the archetype means that Igneous Hammer is the obvious choice for a 120. Such combinations include Rapid Hit + Rampage, Outlaw + Rampage, Rapid Hit + One for All, or even Killing Wind + Moving Target. If you somehow manage to land yourself an Adept version enjoy the extra stats that come with masterworking, as this will be your first choice for an Aggressive Frame Hand Cannon for the next year to come in PvP. The Messenger: Kinetic Pulse Rifle, 340 RPM (Source: Trials of Osiris) A High-Impact Pulse Rifle in the Kinetic slot immediately put Messenger at the top of many aspiring eyes' lists, however the reasons for its desirability only increase when wandering to perks. While the second column contains various good options such as Kill Clip and Headseeker, the premiere perk is Desperado; a perk that increases rate of fire after reloading post-precision kill. While I could describe the perk myself, it's better to let this clip describe it to you. (Credit to TattooedFox) Outlaw + Desperado or Rapid Hit + Desperado is absolutely the way to go with Messenger, and if you decide to try your hand at Trials this weekend, you'll be delighted to find out that Saint-14's bounty is currently offering the Messenger as its reward, so go get one while you can! Footnote: Where are all the heavy weapons? Answer: Simple! Pick up whatever Machine Gun, Grenade Launcher or Rocket Launcher works for you and use it! Some people prefer specific heavies, such as The Wardcliff Coil or The Colony, however I find that the best heavy is absolutely the one that works best for you. Trying to force yourself to use something just because someone has said it's good would go against the whole point of this guide, and it's best for you to find one that gets you kills.
Closing Notes
Well, that was a lot of information! Feeling overwhelmed? Don't worry, the guide was designed with taking the tiers system into mind: once you feel you've got a handle of Tier 1's weapons, you can move up to attaining Tier 2's weapons, etc. Though this was moreso designed with newer players in mind, this can apply to anyone, and even better if you get some use out of it. If the reception is positive I may design one for PvE, but for now enjoy reading!
[Mobile Gaming] How the Nyan Cat led to the death knell for a popular mobile game- the downfall of RWBY Amity Arena.
Note: Many of the links are to the Amity Arena Library, a website devoted to the game which includes tracking the history of it through patchnotes and a running history of what cards entered and left the meta. Their website was a valuable resource for this post.
Mobile gaming has taken off like a wildfire since the advent of the smartphone boosted the average processing power a phone could carry. Initially it took the form of crossing over older, more easily runnable games onto the mobile market to... mixed success, but in recent years we've seen both the West and East use mobile gaming to replace the old fashioned movie tie in game. It's easily accessable, has a much wider reach than consoles or PC, you can take it on the go and standards are inherently lower for mobile games than they are a full 60 dollar game. Since the 2010s, mobile gaming has shifted to what's called the "Freemium" module. The game itself is free to download and start playing, but is insideously designed with obnoxious paywalls or artificial limiters put in place to limit how much you can play each day. If the game is part of a pre-existing franchise, additional money can be made through a premium currency or a chance to obtain high-powered units by rolling a slot machine random chance mechanic. And thus, gacha gaming was born. This sub has had several threads in the past on high profile gacha games, such as the monolithic Fate Grand/Order, Pokemon Go or Genshin Impact. One of the more popular things to roll for in gachas as a consequence is wallpapers for your homescreen, especially for high-grade units as they're usually animated to move a little bit on the homescreen. Today we're looking a low to mid-tier gacha game that rose and fell with the advent of one catgirl. Let's talk RWBY. RWBY is an online web anime made by Rooster Teeth focusing on four prospective monster hunters who get embroiled in a world-spanning shadow war. It's of debatable quality in matters of animation, combat, voice acting, story, worldbuilding, romance, and it's kind of a little racist if I'm being honest, but one of the major positives of RWBY is that the series tends to have good character design. Series creator Monty Oum set in the guidelines for the show while making it that most if not every design should be made to be cosplay friendly, hence why most of the outfits have things most costume designers haven't heard of like... pockets. And Rooster Teeth, above all else, likes making money. So they know people like RWBY's character designs, enough so that in 2017 plans were made to release a gacha game themed around RWBY called Amity Arena, which would be developed by Korean company NHN Entertainment. Amity Arena is a PvP tower defense game. Each player controls two turrets and a tower and has three minutes to use units themed from the show to destroy the other player's structures. Whoever took out more wins, destroying a tower is an instant victory. When the game launched, it had three tiers for units- Common (generally held for mooks or low-tier characters in the show), Rare (roughly protagonist-level or elite mooks go here) and Epic (High tier characters usually with an active ability that did lots of damage or stopped enemies in their tracks). The game launched in October 2018 to generally positive reviews from both mobile game players and RWBY fans alike. Fans were happy to get a lot of new official art for the characters in the game and the base gameplay loop was fun. Criticism at the time was largely themed around the lack of content besides PVP matches and some issues with the meta but overall, the launch went well. Each month, the developers would add new units, including popular characters like Neopolitian, Cinder Fall, Zwei the dog, and more. But everything changed with February 20th 2019, which introduced Neon Katt, the titular catgirl (RWBY characters are themed around fairytales, except for Neon, who is themed around Nyan Cat, and her partner Flynt Coal, who is themed off a potentially racist joke made by Rooster Teeth). Neon is a character from RWBY Volume 3 who's part of a team that RWBY face during a tournament arc. Her partner, Flynt Coal, was part of the game at launch, and Neon would join him a few months later. Neon in the show is a cocky fighter who taunts the heroes and zips around on rollarskates, which in-game is represented by Neon skating towards the nearest enemy structure to her and hitting it, while all units within a radius of Neon are taunted and provoked into attacking her above all other targets unless they-selves are coded to hit structures. On its own, not a bad idea for a unit, but Neon came with four big caveats:
Neon was the fourth corner of the square that became known as the Artillery Arena meta, which saw Neon, Cinder (who had an AOE ability she could use which was wide enough to hit a turret and tower and single-handedly killed the entire launch meta of using fragile swarm units), Zwei (an on-summon high damage AOE on any part of the map) and Penny (another AOE ability that instead did chip damage and locked a location down) turn the game's meta into a chip game. Every player ran at least one of the above cards, if only to counter the others. Neon was the universal counter in being anti-swarm and the hardest to stop, especially at launch where her taunt range was so large, it could grab units from the other lane.
Neon launched with a unit weight of "Heavy", which meant that if she was behind a unit she could push it on her way to the turret. This launched a sub-meta where Neon was placed behind a larger unit such as the Ursa (which like Neon was a unit that focused on structures but was made slow to cover its tankiness), to push them towards the turret faster. This was called Disco Bear. They eventually patched this so Neon phased through units by making her a lightweight.
Neon couldn't die. She was invincible until she hit a structure, which combined with her taunt meant that Neon was very annoying to fight and could lock down an entire lane of the battlefield by being placed well and taunting enemies to let you prepare a counter.
Neon was a very cheap unit to summon. Amity Arena uses a mechanic called "Aura" where all units cost a certain amount and it recharges over the match- for instance, protagonist Ruby Rose has a Rare card that costs four Aura to summon, while Weiss Schnee has two rares that cost three and five. Neo only cost two Aura, which made her one of the cheapest units of the game and thus disproportionately powerful for her cost and easy to cycle through your deck so you could spam her.
From the word go, Neon is an unpopular unit; she's clearly overbalanced and elements such as the Disco Bear glitch have players thinking she'll have to get knocked down in a nerf- she'll either be made slower, more expensive, or able to die pre-hitting a structure, right? Neon doesn't show up in the next patch. Instead, before she's fixed, an entire new class of units called Legendaries are introduced, and this is where the game goes full gacha. Legendaries were meant to represent the highest tier characters in the game, the ones who were either the most popular characters or the highest-tier fighters in the show. Or in some cases, the popular ships such as combo cards for White Rose (Ruby/Weiss), Bumblebee (Blake/Yang) and Flower Power (Ren/Nora). Legendaries, representing their value, were impossibly rare and had an infinitely small chance of actually appearing (The most reliable method was to buy the premium chests and hope you'd roll a Legendary, which often cost tons of money), and if you did get one, there was no way to guess which Legendary you'd actually get. Some such as White Rose and Adam were high tier units, others like Hazel or Checkmate were... kinda broken at launch. The playerbase isn't happy at this, especially as free to play players are left out in the cold and reliant on the game giving them high tier units effectively out of pity. Neon would get a small nerf in the April patch which lessened her taunt range and killed the Disco Bear meta, but her invincibility would be left untouched, even as players submitted feedback regarding how to make it more efficient. The official Amity Arena discord has a weekly feedback section on Tuesdays where players could submit up to four suggestions on how to nerf/buff units and general requests for quality of life such as "Can this character get a new skin from this part of the show," or "Can we have an option to lower music volume that's not just muting all music?" (they never did add that second request) Neon would then remain in this state until the November patch, despite constant weekly requests for a Neon rework, and all it would do is make Neon functionally mortal, in that she had a flat shield bar of 20 that would be lowered by one for each attack before the next hit would kill her. Neon could now die... but your chances of actually doing enough damage to stop her were slim, and regardless, you were now at a serious Aura defecit. It took seven months for this one unit to get a substantial nerf, all while the game added new units every week and the number of units being affected by patches each month began to gradually sink. To round up some of the major issues people had with Amity that developed throughout 2019 alongside Neon's general existance making life hell:
Common units were meant to be chump fodder, but could level up the most amount of times with a level cap at 13. This meant longer-term units that had a long time to level such as the Xiong Family card, the AK-130s the Beowolf Pack, or the White Fang gunners, could become shockingly strong if players grinded the money up to reach max level.
A pre-existing divide between free players and players willing to burn money IRL to get access to premium currencies led to a huge disparity in play. Free players have long complained about how hard it is to scrounge money together to level up units at higher costs as even the basic currency of Lien is hard to get large quantities of (you get a certain amount every match win but otherwise you need to burn the Schnee Premium Dust currency for the highest payouts, but SPD is also needed for shop resets, buying crates or unlocking cosmetics). The developers used to do frequent double weekends where all gains were doubled for a weekend, but these became less and less frequent as time went on. Legendaries only added to the divide, as their rarity was bad enough for players willing to spend money (one player, known as one of the largest whales in the community, in trying to get Sienna Khan, reported burning nearly nine hundred dollars on her, while taking nearly six hundred to get the Ice Flower card).
One actual counter was born to fight Neon in the Argus Shield, a stationary unit that existed solely to stall units and take damage. At 2 Aura, it was the first structure to counter Neon, which allevated one of the primary problems with Neon in that no way to counter her was cost-efficient for an enemy player. They buffed the Wall to 3 Aura eventually which killed that hope, and all this happened before Neon's November nerf.
The Summer of 2019 saw a large number of defensive units released; alongside the Argus Shield, several different units were released themed around turrets for the technological kingdom of Atlas, such as the Beam Turret. The Atlesian Burrow Gun was the straw that broke the camel's back and made for a miserable meta as the Burrow Gun would only appear (and be available to take damage) when a unit entered its range. These three units together were all very overpowered on launch and led to a large exodus of players sick of defensive and chip-based metas, especially as what few offensive units that were good enough to counter these metas (such as Professor Port and Adam Taurus) were often nerfed into the ground within a month of release.
Also around this time it became apparent that the developers were unable to meet the quotas that Rooster Teeth was forcing on them. The social media team admitted that a certain number of units needed to be in the game in time for Winter 2019 when Volume 7 was set to start, and as the year went on more and more game-breaking bugs were being found in units, or they were at best horrifically undertuned or overpowered. The Apathy was perhaps the largest case of this, as an unfound bug pre-release meant that the Apathy (who have a passive ability that let them self-duplicate) had no cap on their power, meaning that they could immediately overwhelm defenses and in the case of some phones, be such a resource hog the phone would crash. Many Legendary units were especially guilty of being under-tuned due to low Legendary availability meaning they were simply weren't powerful enough to compare with high-levelled units. Checkmate's ability simply didn't work at launch, and Neon made several more such as Hazel Rainart a joke. May Marigold's invisibility bubble would have been an interesting game changer... were it not for a bug that made it that units placed in the bubble still played their sound lines, meaning players knew what to expect. Things were so bad that when Flower Power launched and wasn't broken or needed an emergency patch, the playerbase were shocked.
Unfortunately, the Novemember patch did little to stop the problems with Neon, and a new problem would rear its head for Christmas: Jinn. This unit embodied many of the problems players had: She was a Legendary so it would be hard for free players to get her, and only added to the sheer number of Legendaries that were out there. She was another structure card, and she was horrifically broken. Stopping time for seven seconds in an area around any friendly units, Jinn broke the game overnight, with players horrified at how little playtesting she'd clearly had. Most chip units now couldn't damage structures as Jinn simply could stop time and freeze the turret for the duration of the attack. And to make matters worse? She cost two Aura, meaning it was very easy to cycle a deck and start Jinn spamming. And yet at two aura she was still one of the only cost-efficient Neon counters... until they patched her to be worth three Aura instead. Talking of the feline menace, January saw Neon get a HP nerf that set her shield at 14. Finally, Neon could be realistically be taken out, still at an Aura defecit but at least it can be countered and now they just have to raise her Aura- why are you buffing her game? Less than a month later, Neon got, of all things, a buff. Her HP shield was set at 20, and her attacks now did double damage. This is around the point where a lot of players begin to suspect the developers aren't listening to feedback and more long-term players dip out or drop the game. Neon got touched one more time in April, which slowed her down (which itself was a problem as Neon's lessened speed on spawn simply made her better at generating aggro), she dealt 10% less damage and made it somewhat easier to hit her enough to kill her, but a new problem was on the horizon. Because Neon was now no longer the game's White Whale for patches. Meet the White Fang Gunner Barracks. Added in September 2019, the Barracks fell under many player's radar simply because they were horrifically undertuned. Their gimmick was that every few seconds, a White Fang Gunner would spawn, with three spawning on death. In April, as Neon got her last appearance in the patches, the Barracks got a huge buff and became the centerpiece of the meta; they now spawned two Gunners, which made them immensely valuable for just five Aura. You could overwhelm many anti-swarm units before they had a chance, and shred your way through turrets. The Barracks would then go six months before this overtuning was rectified, barring one nerf in August that lowered their health to try and stem the tide of units. To sum up every other thing that went wrong during the year meta-wise:
The playercount was getting so low that players were able to make lists of the AI bots the developers had in place so lower-level players had a challenge (Amity breaks up players by a trophy system where you gain trophies with every win, and by this point most of the active players were in the 2500 to 3500 range. This also meant new players steamrolled through the lower levels only to hit a brick wall in the 3000 range, with the only reliable solution being to willingly lose matches until you were in your optimal range and grind victories until you reached a certain level.
The patches became more and more threadbare, going from 8+ units getting changed each month in early 2019 to three units at most getting changed in 2020 patches outside of the anniversary patch going back to the golden days of eight. The only area where they didn't get more threadbare was in the cosmetics and emotes that the developers were cranking out, all of which were only available through hours of grinding or premium currencies. This was despite the fact that the units were being released slower, going from once a week to once a fortnite.
The majority of units added in 2020 were Epic or Legendary tier, which were the hardest to get for free players unless they got lucky and they were added to the store (and if they had the lien as a Legendary in the store costs a flat 40,000 Lien). One Common and four Epics were released compared to twelve Epics and seven Legendaries. The release of Moonslice Adam especially was annoying for this regard, as Adam already had a Legendary released (at least for Team RWBY, each of them headlined a Legendary when it came to the team attack cards), and this was clearly done to pander to Adam's fans again as his first unit saw a spike in interest in the game. The math was done and showed how artifically scarce Legendaries were made.
The undeovertuning was still in play. Colossus is seen as one of the worst cards in the entire game because of its gimmick. I have literally never seen anyone play it. Flynt became overtuned and now he's a staple thanks to his trumpet's AOE attack being able to hurt turrets and shred most units. Launcher Nora was an especially overtuned unit thanks to her high-damage constant AOE barrage and long range meaning she could annhilate most anything if given enough cover. Even after patches she's still dangerous. September saw the White Fang Dropship Formation added, which was widely seen as a terrible unit and done as an emergency addition because the planned unit for September in the Grimm Seer had to be cut last minute for technical reasons.
The game has barely had significant content added since launch, with the primary gameplay still just being PVP. Barring Battle of Beacon (a mode where you can play as Ruby and Weiss and fend off Grimm which most players just use to grind chests, and no, they still haven't added Blake or Yang) and Plaza (a lobby where you can dress up as a character and run around Beacon), the game has added no new features and quality of life content players have requested since launch (rerolling in the shop, Superior Crates having guaranteed Legendary spawn rates) have been released at a snail's pace (you still can't reroll Legendaries if you're looking for a specific unit). Academies where players can unite to trade units and chat still lacks features that have been requested for years such as the ability to delete messages. And Plaza immediately went to hell because players were doing erotic role play in the chats and after people came forward with proof that minors were being sexually harassed in the Plaza or being coerced into side-channels, the dev response was to... just turn off the chat entirely instead of banning the accounts or implementing moderation. This also removed the chatlog which deleted a lot of the evidence of said harassment.
As OctobeNovember comes in, the players are getting more and more furious. The weekly feedback includes a near constant demand for an acknowledgement from the developers given how often it feels like the feedback is being ignored. The social media team get caught several times hyping up how the coming patch would address player concerns, only for said patch to lack those units. The meta has been locked down to the Xiong Family, Flynt, Launcher Nora, Spider-Mines and the hell-cat herself in Neon. Everyone runs at least one of these, people run meta decks not because they want to, but because it's the only way to have a chance of victory. And then in December, things implode. The patch for the month was set to launch on December 10th with the monthly event missions. But when the clock rolls around, the event missions (which usually take about two weeks to do if you're doing as many as you can a day)... has a six day timer. And the update doesn't come out. The art team doesn't release new unit art. The shop has no special timed bundles. There's no patch notes. And then the Twitter team who've been hard carrying the game through... actually talking to the players and acknowledging the grievances they have... admitted that they don't know what's going on either. The best guess is that the devs have come down with Covid, but no statements to confirm or deny this leave it as guesswork. The timer eventually got reset and people could do the event, but then on Christmas itself, another issue. Ruby has appeared in the plaza on Halloween (her canonical birthday) and Christmas, and if you go talk to her you get free stuff. But on Christmas people, people discovered that Ruby was talking as if you'd already talked to her. Because they hadn't updated Ruby yet for 2020. She still thought it was 2019 so if you'd talked to her then for goodies, she had none now. They patched it eventually but a lot of people didn't see this fix before the timer ran out to get the free stuff. Some have resorted to memes to cope with the fact that the game just seems to have died out of the blue. Others have been trying to desperately rally the players and find a way to save it. Some resorted to friendly mockery of the whales who'd spent thousands on a game that seems to be dying (seriously though gacha games need to curb this shit but they won't because whales are godsends for their bank balances). If the game doesn't get an update in January then two months without new content will mark the end, and the already significant playercount drops will only increase. And it's hard to say if any one thing could have turned Amity Arena's fate around beyond just "Have a better balancing team who can respond better to feedback." Neon began the time of death, but by the time December rolled around the meta was in a horrifically toxic place where if you wanted to make any progession, you had to get down and dirty with the pigs. The team just constantly failed to balance problem units outside of their emergency hotfixes of Jinn, and more often then not they went after units and buffed or nerfed them at random going off playcounts to determine what needed fixing instead of the actual written feedback they were getting. It's clear from the references to the show and some of the attempts to reach out to the community that at least one person in the team genuinely wanted to make the good appealing to RWBY fans, but somewhere during the game's lifespan, they lost their way. Less focus needed to be put on how to milk the players, and instead focusing on making a game sustainable and enjoyable enough to warrant the cosmetics and emotes. The game's failure ultimately isn't on the playerbase. It's on the people who were actually making the game who chose to slack off because they thought it acceptable to do so. Thanks for reading. EDIT: HOT OFF THE PRESSES, I JUMPED THE GUN Had I waited one more day, my story would have had a far more sudden ending, as the game just announced its shutdown for January. RIP.
Catalogue for Previous Weeks - F.A.Q Song of the Week This article is far too long to fit within the thread word limit, so it's going to be continued in a child comment which I'll link when it gets there. Furthermore, I've elected to name a few pokemons who technically have niches but too fringe to expand more on. Some of them can be found in previous weeks if appropriate. RBY Rhydon and Golem are the most prominent Ground types in the tier, the former with significant more usage stats in the modern metagame. Their shared Rock Ground typing hardwalls Zapdos and, to a much less prominent degree, Jolteon and Moltres. They’re also both countered by Exeggutor, as well as weak to the very popular Blizzard slamming them on their pitiful special bulk. Rhydon is the significantly more popular of the two. It boasts better bulk, though not to a significant degree. More crucially, it has a 130 base Atk that allows its Earthquake to 2HKO Chansey, 3HKO Slowbro (sometimes), and 3HKO Snorlax. As it threatens these slower bulky mons, it can use many opportunities to set up a Substitute. Rhydon is the only viable user of the move this generation, seeing as it doesn’t block status in gen 1, but Rhydon was already immune to Thunder Wave. It needs to watch out for Sleep Powder & Stun Spore from Exeggutor, however. STAB Rock Slide helps it chase out the fliers which it walls, and the last move slot is reserved for Body Slam, whose only real use is to threaten Paralysis on Starmie or Exeggutor’s switching in. Rhydon can be an incredibly dangerous threat given some Paralysis support, and being immune to Thunder Wave itself is a great characteristic to have. Golem’s advantages over Rhydon are: speed (which outspeeds nothing more than opposing Rhydons) and Explosion. Its Earthquake misses on very important benchmarks, and therefore it leverages its Explosion, the 2nd strongest move in the game behind Snorlax’s Self-Destruct, to wallbreak for its teammates. While Rhydon can be a late-game sweeper, Golem instead darts in and out of battle to scout for the perfect Explosion timing. OHKO-ing an opposing Tauros can be game-breaking, but it has to be very careful of Gengar or opposing Rock Grounds absorbing it. Not mentioned: Sandslash GSC The ground typing becomes even more prominent in this generation. As Blizzard has been largely phased out, along with the legendary Electrics being on every single team spamming Thunder, every notable Ground types can act as a switch to them. Nidoking is an excellent offensive threat in the GSC metagame. Aside from STAB EQ, it also learns the famed Ice Beam Thunder(bolt) coverage that allows it to punish many EQ switchins like Zapdos, Skarmory, or Cloyster. While its power without super effective coverage isn’t amazing, only boasting 92/85/85 offensive stats, the move that truly pushes it into great territory is Lovely Kiss. GSC Sleep isn’t as terrible as RBY Sleep, but it’s nevertheless a huge momentum swing. Nidoking therefore can take advantage of this to fire off strong attacks to eventually break through its usual checks given the right opportunity, something no other mixed sweepers can do. If desired, it can also run Thief to steal enemy checks’ Leftovers at the cost of a moveslot. Steelix is the new evolution of the worthless Onyx, with excellent physical bulk and an auspicious Steel Ground typing. This makes it not weak against the common Hidden Power Ice which the legendary Electrics run, and acts as a near surefire counter to them unless they carry the rarer HP Water. Its base Atk is a pitiful 85, however, and therefore it relies more on Explosion like RBY’s Golem to break walls, but also carry Roar to act as a phaser against things like Mono-lax, Raikou, or Perish Trap Misdreavus. This shuffling also allows its team to rack up more Spikes damage. The last move is often Curse, which allows it to create some offensive pressure with a boost or two, and then abuse Roar even further. Golem returns with renewed vigor. Having learnt Rapid Spin in a Spike-ridden metagame, Golem found itself as one of the better role compression mons that acts as an Electric check, Rapid Spinner, phaser, and Snorlax check all in one. It still never enters a battle without Explosion, and its poor special bulk means that it must scout enemy Hidden Power lest it becomes a free kill. Nevertheless, Rapid Spin is such an important utility that it sees consistent usage on many teams, so much so that the rare Hidden Power Water from Zapdos or Raikou are mostly aimed to remove it. Unlike other Spinners, Golem matches up poorly against the spiking Cloyster and Forretress, and requires offensive support elsewhere to make sure the hazards stay off. Marowak boasts the strongest Earthquake in the game. While somewhat gimmicky, its Swords Dance set can give it the maximum 999, and with Spikes support can OHKO nearly the entire metagame at +2. However, this requires serious backup, as Marowak is otherwise painfully slow, frail, and cannot hold Leftovers. Furthermore, help against Skarmory is highly appreciated, as even with 999 Atk, a Rock Slide only 3HKOs the metal bird, who is immune to Spikes and can proceed to phaze Wak out. The 4th moveslot is usually either HP Bug to slam Exeggutor on the switch, or Rest to give it a second chance at sweeping. To get Marowak to work, some support with Agility Baton Pass from Jolteon, or Screens from Blissey is recommended, especially since the latter can Heal Bell off the sleep from Rest. Rhydon has taken quite a fall in viability since the last generation. With weaknesses to many special attacks, Machamp, and Earthquakes, Rhydon finds itself hard-pressed to accomplish much. Unlike Golem, it provides no utility for the team aside from Roar, and the Snorlax-checking Steelix isn’t weak to Grass, ice, nor 4x weak to Water. Rhydon runs a Curse set to take advantage of its strong 130 Atk and natural physical bulk, as being slower in this generation means your Roar will go first. It cannot get past Skarmory, but can still provide some strong hits to break walls with. Quagsire’s sole niche is a near fool-proof counter for the legendary Electrics, being immune to their Thunders and not weak to either HP Ice or Water. Its typing makes it a decent mixed wall, as not a lot of pokemons run Grass moves this generation, and can use the free turns its ok bulk generates to set up Belly Drum. EQ and HP Rock makes an ok attacking combo, and Rest can be used for longevity. If unable to set up, however, it’s defensively outclassed by the likes of Miltank or Raikou, and offensively outclassed by Marowak or Snorlax. One must build their team capable of taking advantage of this offensive defensive combination to justify using Quagsire. Not mentioned: Piloswine, Sandslash, Donphan, Gligar, Nidoqueen ADV Zapdos continues to be a prominent threat, and the rise of Tyranitar, Aerodactyl, and general Rock Slide coverage gives Grounds even more viability. Lastly, an immunity to Sand in a tier where Tyranitar is king effectively boosts the longevity of all Ground pokemons, allowing them to actually gain health in Sand with Leftovers. Swampert is the face of bulky waters in gen 3. It’s one of the most sturdy DD Tyranitar counters there are, resisting Rock unlike its Water-type brethren, and can also act as a catch-all check to many more prominent physical sweepers in the tier like Metagross, Aerodactyl, and DD Salamence. It’s so prominent that it basically forced many, many pokemon to run HP Grass just to have a chance to get past it. As a pokemon itself, however, Swampert can be as defensive or as offensive as one likes, possessing decent mixed offensive stats to complement its STAB EQ and Hydro Pump / Surf, while carrying Ice Beam for many Flying types, especially Salamence, and Grasses, like Celebi. It also has access to the great Focus Punch, which allows it to threaten Snorlax and Blissey while OHKO-ing max HP Tyranitar, something its Hydro Pump cannot do. Toxic, Roar, Protect, Refresh are all excellent moves for a more defensive variant. No matter what set it’s running, Swampert’s role in ADV OU cannot be understated, and is therefore one of the most common offensive / defensive threats of the metagame. Dugtrio has gained Arena Trap this generation, and becomes one of the best revenge killers of the metagame. While it’s not very strong, the introduction of Choice Band gives it the power to achieve crucial KOs, and its amazing base 120 Spe means it can outrun basically any threat it encounters. The list of its victims is vast: Tyranitar, Metagross, Jirachi, Blissey, Celebi, opposing Dugtrio, Breloom, and many, many more. It’s undoubtedly a metagame defining threat, as something like Jolteon is considered superior to the legendary Raikou by many simply due to its Dugtrio-beating speed and access to Baton Pass to escape trapping. It’s also a very important team member of special offence, an almost required piece that exists solely to reliably remove Blissey, sometimes by the otherwise unseen Beat Up. Claydol is the Rapid Spinning Ground type of ADV. Its unique Ground Psychic typing along with Levitate means it resists all of Ground, Fighting, Electric, and Rock, and is immune to Spikes and Dugtrio’s Arena Trap. All of this means that Claydol finds many opportunities to switch in and get off a spin against many common attacks like Rock Slide, EQ, Thunderbolt etc. It also possesses a STAB Psychic to threaten out the most common spinblocker of the tier: Gengar. Finally, Explosion gives it utility as a wallbreaker, especially if running Adamant to threaten out most of the Explosion-resistant pokemon with Earthquake. However, its support requires teammates’ help against Skarmory, as it can’t meaningfully threaten the metal bird, who often forces the issue with Drill Peck. Flygon is last. Its Ground Dragon typing and Levitate means it’s also resistant to QuakeSlide and Spikes, while also not being weak to HP Bug from DD TTar or HP Grass aimed at a teammate’s Swampert. While its 100/80/100 offensive stats won’t be winning awards, STAB EQ and a myriad of offensive options almost guarantees it’ll find a target to hit, and its defensive profile is excellent for finding chances to enter the field. It can even run a more defensive Protect Toxic set that abuses its defensive capabilities to spread status and break down many teams late-game. Not mentioned: Gligar, Steelix, Donphan, Marowak, Camerupt, Rhydon DPP Stealth Rocks (SR) was introduced in this generation and became the most influential move in the metagame. Coincidentally, Ground types get them. Swampert returns once again as the premier bulky water. With Tyranitar as popular as ever with physical Pursuit, Superpower, and STAB Stone Edge, Swampert’s defensive capabilities are called into need once again. That said, the physical special split also gave it access to physical water STAB in Waterfall and special Ground STAB in Earth Power, along with extra Ice Punch and Superpower coverage for the physical side. The most popular sets feature SR in some way, to guarantee Pert value as either a lead or a role player, either with max Atk for more damage, or mixed defence to be more of a tank. In this capacity, physical coverage is far more popular. If even more offence is desired, a bulky Choice Band set that runs Stone Edge for Zapdos and Gyarados can do a bit of wallbreaking, or even Modest special set with Hydro Pump spamming. However, these more offensive options remain unpopular compared to the utility set. Gliscor features an excellent Ground Flying typing that gives it only 2 weaknesses, a SR neutrality but a Spikes immunity, and resistant to the new Close Combat and Superpower. 75/125/75 defences make for an excellent physical defensive profile, and 95/95 offensive stats are surprisingly decent for a mon with such great bulk. Its Stallbreaker set is its most popular, running Taunt to shut down recovery attempts on walls while also preventing offensive mons from setting up on it, and Roost for reliable recovery. If some offensive power is needed, it can run a Swords Dance set to abuse its natural bulk to gain multiple boosts due to its incredible staying power. Its attacks usually consisted of the mandatory STAB EQ, Ice Fang for Flyings, Dragons, and the occasional grasses, and perhaps Thunder Fang for bulky waters or Wing Attack for Breloom. Taunt and SR also make Gliscor a decent lead, as it can U-Turn out to keep momentum. Flygon appreciated the generational shift very much. It gained an excellent physical dragon STAB in Outrage, and U-Turn allows it to run a very effective Choice Scarf set to utilise its good speed and great neutral coverage in just Outrage and Earthquake. Its last slot on a Scarf set can therefore be very flexible, either Thunder Punch for Gyarados, Dragon Claw for more stable STAB, or Toxic to cripple a wall. The new Life Orb also synergises well with its mixed move pool, allowing it to drop powerful Draco Meteor while still running Earthquake and Fire Blast to crush the Steels that resist its Dragon STAB. Roost can be used on this set to offset Life Orb recoil and give Flygon more general longevity, but if Expert Belt is run instead, U-Turn is always an excellent option. Nidoqueen, despite its NU placement, is an excellent OU Stall machine. Its claim to fame is the new Toxic Spikes, and on stall teams the Poison Ground typing provide resistant to Fighting and Rock, which couples with 90/87/85 mixed bulk to check the likes of Breloom, Lucario, and Tyranitar, especially since EQ as a coverage move is rarely ran, and Poison Point can punish a lot of the U-Turn spammers in the tier. A lack of recovery does hurt, and thus Nidoqueen prefers Protect to get as much recovery out of Black Sludge as possible. While Nidoqueen’s offences aren’t anything special, its vast movepool means that its moveset can be specifically tailored to cover the threats which the rest of its team does not. Hippowdon is the alternate Sand setter of the tier. While most prefer Tyranitar’s offensive prowess, Hippo itself is a near sure-fire Tyranitar counter, boasting a titanic physical bulk of 108/118 that can sit on most of the physical threats of the metagame. It complements this by excellent recovery in Slack Off, and SR which allows Hippo to always get pressure out of the switch. Roar synergises with this even more, racking up damage on the pesky flying types or Levitate-rs that otherwise walls it. If a more direct option is preferred, Ice Fang can slam the Gliscor and Dragons. Still, since it relies on pure bulk more than resistances to wall physical threats, it’s usually very specially frail, and has a weakness against some physical threats in Gyarados and Breloom. Mamoswine boasts a meaty 130 Atk stat, and a unique STAB combination of Ground and Ice. Its Ice Shard is an excellent priority move which knocks the life out of dangerous threats like Latias, Flygon, and Gliscor, its STAB EQ crushes most neutral targets, and for everything else, there’s Stone Edge. Life Orb is the most popular item, allowing it to switch moves and especially abuse Ice Shard to finish off faster threats should the opportunity arise. While Superpower is a fine 4th move to slam Steels not weak to EQ like Bronzong or Skarmory, and OHKO Blissey without a second thought, Stealth Rocks can be used here to exert some pressure as the opponent switches out. Choice Band is an alternative, but locking into any of those four moves can be exploited heavily. Focus Sash makes Mamo a decent SR lead as well. Despite all this, its typing gives it a lot of common weaknesses, and 80 speed isn’t nearly as good as it used to be. Quagsire lived under Swampert’s shadow in gen 3, but access to reliable recovery in Recover as well as Encore to counter setup sweepers gave it a niche this generation. As Swampert’s more often than not opt for offence this generation, Quagsire is a fine defensive Water Ground type that walls Starmie (with Water Absorb), Metagross, or Tyranitar. Its moveset is very predictable, however, as after the prerequisite Earthquake, the last move is either Toxic for more residual damage or Ice Punch for Flygon or Dragonite. Quagsire is extremely predictable, and must be used with consideration. Gastrodon is yet another Water Ground type. While it isn’t immune to Water, and therefore doesn’t counter Starmie or Gyarados, it has Sticky Hold which makes it immune to Trick from a lot of choice-d pokemons. Its sole unique role is therefore as a Curse sweeper that’s immune to Trick, who sports good mixed bulk and Recover for longevity. Waterfall + Earthquake a.l.a Swampert is good enough coverage, but it’ll struggle to beat the likes of Gyarados or Latias with such limited coverage. Rhyperior is a fierce wallbreaker, as 140 base Atk is nothing to scoff at, and its attacking options ranging from STAB EQ + Stone Edge to coverage in Aqua Tail, Megahorn, or Fire Punch are all excellent options. However, it’s really, really slow, and therefore easily forced out with its double 4x weaknesses and poor special bulk, even with Solid Rock or Sandstorm SpD boost to soften them. Choice Band is by far the most powerful option, boasting the ability to 2HKOs everything in the metagame with the right coverage. However, it doesn’t have a lot of opportunities to fire off this power due to its speed and poor matchup against the bulky waters of DPP like Swampert or Milotic. Donphan gained SR and Ice Shard this generation. It’s now a fairly respectable Rapid Spinner in the metagame with excellent physical bulk and priority. For the most part, it’s a fine support pokemon that aims to set up SR, takes a few physical hits, and threatens revenge kills against Dragons with Ice Shard. It’s a very one dimensional pokemon in this aspect, but its effectiveness as a Rapid Spinner is appreciated. Not mentioned: Dugtrio (R.I.P), Steelix, Nidoking, Camerupt, Gastrodon BW Landorus-Therian is a name one should not fail to keep in mind. It has Gliscor’s auspicious typing, combined with an excellent ability in Intimidate, fearsome 145/105/91 mixed offensive stats, and a respectable 89/90/80 bulk if kept in mind its typing and ability. Lando-T is is one of the best pokemon of gen 5 OU, and is one of the best glues for any good non-rain team. Its Choice Scarf set is an excellent scout and revenge-killer, with a strong U-Turn to punish the like of Latios. Lando-T is in fact so common that it also runs HP Ice for the mirror matchup, despite it not hitting too many other relevant targets. Earthquake is its STAB move of choice, but any other move can be slotted in and out depending on sets. Stone Edge is a natural pairing on the Scarf set, but Superpower is a fine option to drop Skarmory, Ferrothorn, or Air Balloon Heatran. If an offensive pivot is desired, just drop the Scarf and speed for a bulky spread and either Leftovers or Rocky Helmet, and you have one of the best physical checks of the metagame against the dangerous Terrakion. Lastly, access to either Swords Dance, Rock Polish, or even both on the same set can turn Lando-T into a fearsome sweeper at the drop of a hat. Excadrill is another gen 5 addition, and after a tumultuous history of ban and unban, it settles into the metagame as the best non-rain Rapid Spinner, a.l.a old Donphan. However, it instead boasts Steelix’s typing and a 135 base Atk, making sure that Jellicient cannot simply switch into its Spin with impunity in fear of eating a STAB Earthquake. Its most common set is an offensive spread but with Leftovers and Protect for longevity, befitting of a Rapid Spinner. Unlike most other Grounds, it prefers STAB Iron Head to Rock coverage, as the former hit Latios harder, and can help it beat Breloom. As a Spinner, it can either lean into an offensive spread with STABs, or a more defensive SpD spread that prioritises its laundry list of resistances, especially to Dragon, for better longevity. Though Sand Rush is banned, a Scarf set works perfectly fine to revenge kill, or get up a desperate fast Rapid Spin before falling. Sand Force comes in nicely here, as Exca runs all 3 types of moves that get the boost in its STABs + Rock Slide. Garchomp dropped to OU this generation, but perhaps that was the chance it needed to flex its power on the metagame. While it’s never seen without its trusty Earthquake, the sheer breadth of sets this pokemon can and does run boggles the mind. The most popular is a very straightforward Choice Scarf set to elevate a great 102 base Spe, and would be great even with just 2 moves in Outrage and Earthquake. It can afford to run Dual Chop for Sash Zam or Multiscale Dragonite, or just straight up Dragon Claw as a more reliable 3rd move. The last move on a scarf set is usually a fire coverage, either Fire Fang or Fire Blast, to roast the likes of Skarmory, Bronzong, or Ferrothorn. As a sweeper, Garchomp leverages its forced switches well with a Substitute Swords Dance set that uses Salac Berry to boost its Spe past most opposing Scarf revenge killers, as its sheer STAB combination is so good on its own. If desired, one can run just an offensive Stealth Rocks set like other Ground types, but Garchomp’s Rough Skin means it has extra synergy with Rocky Helmet that really punishes U-Turn while being simultaneously immune to Volt Switch. Gliscor gains the excellent Poison Heal this generation, giving it amazing passive recovery and immunity to statuses. For the most part, it uses its typing and access to reliable recovery to spread Toxic with Substitute, while having STAB Earthquake to slam the Steels and Poisons immune to the status. Being always poisoned means that it now has access to Facade as a really strong neutral move to complement its EQ, and thus the Swords Dance Roost set yet see a healthy amount of usage. While Gliscor can’t get past Skarmory at all, its general positioning against the rest of the physical metagame means it will probably always have value in a team, especially if running Taunt. As with all Ground types this generation, it can run a support Stealth Rocks set as well that spread statuses in the meantime. Mamoswine is once again an excellent offensive threat. Having learnt Icicle Crash as a strong STAB Ice attack this generation, its general offensive coverage with just its STABs is very notable. As DragMag becomes a legitimate offensive force in the metagame, Mamoswine can be found with or against them, leverage Ice Shard to shut down the Salamence, Dragonite, or Garchomps one can find on those teams. Superpower is a great general coverage move to slam Ferrothorn and Kyurem-B with, and Stealth Rocks is always an option that goes well with priority and a Focus Sash. Gastrodon gained a water immunity this generation, and has propelled into stardom as an anti-rain wall. Its distinction comes from being a Keldeo check that isn’t weak to Pursuit, unlike Jellicient and Latios, and instead spreads status of its own with Toxic and the ridiculous Scald. It also stops Thundurus-T cold, something many other Keldeo checks cannot claim. Physically defensive is the most common spread to fulfil this niche, and with proper support from the rest of its teammates to cover its vulnerability to Toxic and Grass types, Gastrodon is a stalwart defensive answer to many of the metagame’s biggest threats. Seismitoad is Gastrodon but with Stealth Rocks, in essence. It does everything else Gastrodon does a little worse due to its poorer bulk and no access to Recover, but the role compression can be highly desirable on more offensive teams who prioritise the momentum that hazards give, rather than a long-term wall like Gastro is. Hippowdon once again plays second fiddle to Tyranitar as a physically defensive Sand setter. Reliable recovery means it can act as a check to many strong physical threats and prevent their setting up with Whirlwind, while setting up Stealth Rocks of its own. Its poor special bulk and weakness to Rain spam means that it might not always put it as much work as it wants to against opposing Rain, but if you want your Sand setter to also be a physical wall, Hippo’s the one for the job. Not mentioned: Dugtrio (R.I.P), Golurk, Nidoking, Nidoqueen Continued here in a comment
Intro: (I want to start by saying I was inspired to do this by u/quixotikdylusion) What a year 2020 was for this team, it had plenty of bad but there was a lot of good and a lot of progress that was made. I think the biggest thing is that we have a good coaching staff, especially on defense, that can cover up some of the flaws on this team. Besides that, we have a good core and some good depth as well. However, there are still areas that need to be addressed and fixed for this team to take the next step. Offense: First, the most important position: the QB position. When it comes to QB I view it as either you have a top 12 QB or you have no QB. This is why losing out on Stafford changes things. In my opinion, the only guys left that are worth going for are Dak, Carr, and Watson. I would much rather start the year with Heinicke and Allen than:
Trade a first or second for Mariota/ Wentz/Darnold (if you want a reclamation project you already have two in Heinicke and Allen and you don't have to give up any high picks for them)
Overdraft Jones/Trask (there are too many good players at 19 and you have too many holes besides QB)
If we can't get one of those guys I would rather go into the year with Heinicke, Allen, Montez, and a veteran QB. If Heinicke turns into a star you have your QB of the future, if he burns out then Second, this team needs WR help. Terry McLaurin is a star and is a great X receiver but besides him, there is no one on this team that scares you. This team could use a Z receiver and a Slot receiver. Cam Sims was the Z last year but I view him as a WR4 rather than a WR2. Steven Sims was the Slot last year and I would be annoyed if he's the starting Slot in 2021; I would either cut him or have him as a WR6 behind Harmon and Cam Sims. Third, this team needs a TE #2. Logan Thomas had a good year and looked to be a good starting TE option for the next couple of years. However, there is no depth at the position. Jeremy Sprinkle is a terrible TE and every time he is on the field bad things happen, Baugh and Hemingway would be out of the league if WFT didn't pick them up. This team desperately needs someone to backup Thomas. Lastly, the team could use some depth at OL and RB. At OL, we could use a backup guard because Wes Martin is terrible. At the tackle spots, we could pick up a developmental player since both Moses and Lucas are going into their age 30 seasons next year. At RB you don't really need anyone but I would look to upgrade over Peyton Barber and to do so I would add a young bowling ball style power back who can help you in those short-yardage situations. Defense: On defense, the priority should be to bring in two new LBs. In the 4-3, you need three LBs (WILL, MIKE, and SAM) and right now you only have one in Cole Holcomb. Holcomb is more of a WILL backer but because of how poorly the others played he was asked to play the SAM. This offseason you need to get a MIKE and preferably a SAM because Bostic and KPL are not good enough. The second priority should be to add a true centerfielder FS. Del Rio likes to run cover 1 and cover 3 and in both of those coverages, you need to have a deep middle safety. Apke last year was the first one who played this role and he was terrible at it, Reaves was next and he played better but you can still upgrade the position. Lastly, you can get depth at positions like CB and Edge. If you let Darby go you have a real need at corner and it becomes your main priority but he likes the staff and the staff likes him so he probably gets resigned. However you still need depth at the position, Moreau is not going to get resigned and Stroman/Johnson as your CB 4 and 5 is a recipe for disaster if a starter gets hurt. When it comes to Edge you need replacements for Kerrigan and Anderson. To replace Kerrigan, you should bring in a rotational pass rusher. When it comes to Anderson, the loss might be shrugged off as who cares but it’s lowkey a bigger deal because you lose a rotational run defender and the guys on this team that are supposed to replace him, like Toohill, are not good enough. Offseason I used OverTheCap for Free Agency and The Draft Network for the Draft Before Free Agency Cut Alex Smith: It was a great story and is an inspiration but you cannot pay $23 Mil for below-average QB play. I hope he retires and we don't have to cut him but he probably won't retire so I would cut him and save $14.7 Mil. Free Agency Each player will be listed in this format: Name, Position, Contract Length Full Salary (includes signing bonus), Signing Bonus, Total Guarantees 2021: Cap Hit, Guaranteed Money for that season. 2022: Cap Hit, Guaranteed Money for that season. (So on if applicable) Description about the signing. Resigned Brandon Scherff, OG, 4 years $60 Mil, $15 Mil, $35 Mil 2021: $12.75 Mil, $8.75 Mil. 2022: $14.75 Mil, Fully Guaranteed. 2023: $14.75, $7.75 Mil. 2024 $17.75 Mil, $3.75 Mil This is a really tough decision because Scherff is often injured and he is a guard. However, this team has been devoid of top talent so when you have a guy that's as talented as Scherff you should look to keep him. Also, he did just make 1st team all pro and this OL looked way better when he was in the lineup. So all in all I think you have to pay him and this contract is a 3 year deal with an out in 2024 and that isn’t a bad deal for either side. Ronald Darby, CB, 4 Years $40 Mil, $10 Mil, $20 Mil 2021: $9.5 Mil, $7.5 Mil. 2022: $8.5 Mil, $7.5 Mil. 2023: $10.5 Mil, $2.5 Mil. 2024 $11.5 Mil, $2.5 Mil Darby played solid last year and so he gets rewarded with a new contract. Good corners are really hard to find so if you find one it's best practice to keep them in town. This contract is about the same as the Kendall Fuller contract and I think that is what Darby’s market value will be. Now there are injury concerns with Darby and so that's why this deal is structured to give you an out in 2023, so if he regresses/gets injured all the time you can easily cut him. Taylor Heinicke, QB, 2 Years $13 Mil, $2 Mil, $6 Mil 2021: $5 Mil, Fully Guaranteed. 2022: $7 Mil, $1 Mil. The legend of Heinicke is coming back. As I said above, in my opinion, the best realistic option is to bring back Heinicke and see if he's the real deal or not. If he is, you just got yourself a franchise QB but if he is not you move on after this year. This contract is structured to give you 3 options:
If he is good, you have your QB and a bonus is that you don't have to pay him a lot in 2022, that is important because A. That buys you time to negotiate the deal so you don't have to do a Kirk Cousins 2.0 with the franchise tag B. Gives you plenty of flexibility to make a splash in Free Agency
If he is decent but not good enough to be the starter, you can still keep him around since the contract is relatively cheap for a backup QB. (Go after Dak)
If he is terrible, you can easily release him and save $6 mil. Then either you draft a QB or you go after Dak Prescott who would inevitably be coming off the second franchise tag
(Edit: As I was writing this, Taylor got signed by the team for 2 years $8.75 Mil. However, I will still be counting the contract I gave him instead of his IRL contract when it comes to the salary cap) Nick Sundberg, LS, 4 years $5.57 Mil, $1 Mil, $1 Mil 2021: $1.325 Mil, $250k. 2022: $1.370 Mil, $250k. 2023: $1.415 Mil, $250k. 2024: $1.460 Mil, $250k Yeah, Sundberg is not leaving Ashburn. He has been great on the field and off the field in the community. (Should've won WPMOY last year) He gets a nice pay raise and the team is set at LS for the next 4 years. Dustin Hopkins, K, 1 year $1.07 Mil, $0 Mil, $500k This is a one year prove-it deal for Hopkins. He was terrible last year and cost the team many wins so I thought about letting him walk. However, it was just one year, and he’s been good every other year so I would try and see if he can get back to old Hop. That being said there is no chance I would pay him more than $1 mil, if he wants anything more I am happy letting him walk out of the building Kevin Pierre Louis, 1 year $2 Mil, $500k, $1 Mil KPL is coming back but in a reduced role. I don't think you should be actively starting him but he is an above-average backup and I would bring him back at $2 Mil. Cam Sims, WR, 1 year $2.24 Mil RFA Tender, 0, $2.24 mil Kyle Allen, QB, 1 year $850k RFA Tender, 0, $850k I would pick up both options, both are cheap and both are above average for a WR4 and a QB2. Free Agency Corey Davis, WR, 4 years $47 Mil, $12 Mil, $25 Mil 2021: $11 Mil, Fully Guaranteed. 2022: $11.5 Mil, $8 Mil. 2023: $12 Mil, $3 Mil. 2024 $12.5 Mil, $3 Mil. The big splash in Free Agency is to bring in the former Titans receiver. Davis is a former top 5 pick who had a breakout year in 2020 and is just entering his prime (he is 26 years old). I think Davis is a great option in free agency cause I think you are getting a guy who is going to get even better over the next couple of years for relatively cheap. He also is a guy who fits the profile of what you need at WR, this team desperately needs a big body Z receiver and Davis fits that since he A. played the Z in Tennessee and B. is 6’3. Now if Davis doesn't live up to expectations, you can cut him at the end of 2022. Denzel Perryman, ILB, 2 years $13 Mil, $4 Mil, $6 Mil 2021: $6.5 Mil, $4 Mil. 2022: $6.5 Mil, $2 Mil. At times last year, this team's run defense was poor and that was mainly because of how bad the LBs were in run defense. Enter Denzel Perryman to change that. Perryman got an 86.3 grade against the run by PFF, now PFF isn't always the greatest site but the grade shows that he is really good against the run. Perryman is also a true MIKE and that is also something this team desperately needs. You cannot have Jon Bostic be your MIKE if you want to have a good LB core. The best part about this deal is that Perryman fills the needs of this team at a cheap price. Trey Burton, TE, 2 years $8 Mil, $2 Mil, $4 Mil 2021: $4 Mil, $3 Mil. 2022: $4 Mil, $1 Mil. As I talked about above, you needed to get depth at TE and that's exactly what you get in Trey Burton. Immediate upgrade at the TE 2 spot and a guy who can do everything you want from a TE 2. Burton was graded as the best blocking TE in 2018 by PFF and in 2020 he was an above average blocker. Burton can also be a decent pass-catching option if you need to start him. Demarcus Walker, Edge, 2 years $5 Mil, $2 Mil, $3.5 Mil 2021: $2.5 Mil, $2 Mil. 2022: $2.5 Mil, $1.5 Mil. Demarcus Walker came into the league as a second-round Edge rusher who was picked by the Broncos, but he did not live up to expectations in Denver. However, that is because he was playing as a 3-4 outside LB and that was not his natural position. Once the Broncos moved him down from outside LB to the DL he started producing. In Washington, he could be a good rotational Edge rusher in the 4-3. He is still a guy with untapped potential so some growth could happen. Jourdan Lewis, CB, 1 year $2 Mil, $500k, $1 Mil This team needs depth at CB, especially NCB, and Lewis gives you depth. Lewis gives you depth because of his versatility, he can play both slot and boundary corner. Lewis is coming off of a really bad year but it is only 1 year and from 2017 to 2019, he was a solid corner. Because of this I would be willing to take a chance on Lewis, after all, he would be your CB4 at best and it's only a 1-year deal. Blake Bortles, QB, 1 Year $1.075 Mil, 0, $500k Backup QB who should be your QB 3 at best. I decided to bring Blake in instead of a guy like Alex Smith because Bortles doesn't have the injury concerns Smith has. Bortles is a decent option if both Heinicke and Allen get injured. Alex Redmond, OG, 1 year $1.090 Mil, $0, $900k Starting OG for the Bengals who wasn't anything special so you bring him in on a cheap deal to be a backup guard. He is better than Wes Martin and that's all that matters when it comes to this signing. NFL Draft Each player will be listed in this format: Name, Position, College, Height, and Weight Description about player Round 1:Zaven Collins, LB, Tulsa, 6’4 260 lbs The Bronko Nagurski Trophy winner is coming to DC. Zaven Collins is a great pick in many ways. First, as a player he is instinctive and that allows him to be good in both run and pass defense. In run defense, he will fill gaps nicely and in pass defense, he has great ball skills that allow him to cover most running back/tight ends. Second, he fills a position of need since he is a SAM LB and this team does not have one, right now Holcomb plays the SAM but this move allows him to move to his natural WILL position. The main concern with Collins is that he has mediocre speed, however, he has other tools that can make up for his speed and besides speed, he has good athleticism. Round 2:Alex Leatherwood, OT, Alabama, 6’5 312 lbs As discussed above, you have two good tackles on this team but they are both turning 30. So here in the second round, you take a good tackle prospect who with development could turn into your franchise LT. Alex Leatherwood is a tackle who is good against first moves in pass protection and he is also good as a run blocker. His main weakness is that he tends to get beat when guys use counter moves on him in pass pro. The good news is that good coaching can clean that up. This is a pick that may not help you this year but will help you in a couple of years. Round 3:Andre Cisco, S, Syracuse, 6’0 203 lbs This team desperately needs a center fielder FS and that's the guy you're getting in Andre Cisco. I talked about how JDR likes to call cover 1 and cover 3 and how there is no one on this team to play that deep center safety role, well Cisco thrives in the deep center role. Cisco is a ballhawk who plays really good coverage. Now you might be wondering how he fell, well he fell for two reasons: 1. He is a bad tackler and 2. He freelances sometimes. Now problem number one isn't a big deal for this team, you have 10 other guys who are good tacklers especially if you bring in Zaven Collins and Denzel Perryman. Number two is concerning but I trust JDR to reel him in and teach him how to play within the confines of the defense. While there are some problems to his game, the talent is there and it is just too good to pass up. Round 3:Brevin Jordan, TE, Miami, 6’3 245 lbs Now I know I have the team signing Trey Burton in free agency and I know that this team doesn't need 3 TEs but Brevin Jordan is just too good to pass up. Jordan is a player that can play all over the field and is a dynamic weapon that can be used creatively on this team. Jordan is an athletic player with good size and speed. He has good ball skills and hands as well. When it comes to route running, he is solid but still needs some development. The same can be said about his blocking. Sitting behind both Logan Thomas and Trey Burton would be beneficial for a guy who in the (near) future could become your TE1. Round 4:Dazz Newsome, WR, North Carolina, 5’11 190 lbs Dazz Newsome, starting slot receiver for the Washington Football Team in 2021. You finally find a good slot receiver. Newsome is the final piece to this top 10 receiver core of Mclaurin, Davis, and Newsome. Newsome is fast and shifty, when it comes to route running he runs crisp routes, and most importantly he has good hands. Newsome could add more routes to his game but besides that, there are no major weaknesses in his game. Newsome is also a punt returner so next year you don't have to worry about Steven Sims muffing any punts. Round 5:Rashad Weaver, Edge, Pittsburg, 6’4 265 lbs This may seem strange to take an edge rusher but you do need a couple of guys there to make up for the loss of Kerrigan and Anderson. The Kerrigan replacement was signed and Rashad Weaver is your Anderson replacement. Weaver is a good run stuffer and is a guy that you could rotate in on 1st and 2nd down. When it comes to pass rush, Weaver has all the rushes and tools in the bag but he lacks the bend and athleticism that you need. Weaver may not have the upside when it comes to pass rush but that's not what you are drafting him for, you're drafting him so that he can occasionally stop the run and that is something he can do. Round 7:Thomas Graham Jr, CB, Oregon, 5’11 197 lbs You always need depth at corner and that is what this pick is about. Thomas Graham Jr can come in and be a decent CB5 on this team. Graham Jr is a guy that has good technique, good timing, and good ball skills but he is not fast or agile. His athleticism lowers his ceiling but his traits raise his floor. A high floor player is what you should look for in a CB5 and Graham Jr offers you that. Round 7:Spencer Brown, RB, UAB, 6’0 235 lbs This man is built like a bowling ball and that's exactly why I am drafting him. Brown isn’t athletic and he can't catch. However, he has good vision, he is big and he can run between the tackles. Brown sounds exactly like a prototypical short-yardage back because he is one. Brown would be a younger, bigger version of Peyton Barber in this offense. Post Draft Cuts: Geron Christian, Peyton Barber, Jon Bostic, and Wes Martin were cut to save $2 mil. These players were expendable because replacements for them were either signed or drafted. Plus, $2 mil was needed to sign draft picks and leave some money over for UDFAs. Final Salary Cap Numbers (Before signing draft picks and UDFAs but after all the cuts) 2021: $9,422,545 2022: $72,777,075 2023: $138,468,706 2024: $181,130,000 That concludes my offseason. Thank you for reading this post, I really appreciate it. TL;DR (Main guys) Resigned: Scherff, Darby and Heinicke Signed: Corey Davis and Denzel Perryman Drafted: Zaven Collins, Alex Leatherwood, and Brevin Jordan
Slot machines come in different denominations, like penny slots, 5-cent slots, dollar slots, etc. Dollar slots have bigger payouts, but more risk and you might hit your loss limit faster. Penny slots won’t bankrupt you, but you won’t win big, either. However, you can spend a lot of entertaining time playing. HOW TO WIN AT SLOTS. Slot machines are games with odds based in math, just like all other casino games. But few players understand just how those odds work, and whether they can do anything to improve their odds. The objective of this chapter is to introduce you to how slot machine odds work and what that means to your chance to win at slots. Of course, you should keep in mind that only the best slot sites to win offer high payout games from which you can take advantage. The return to player percentage of a game is measured over thousands of game rounds, and it stands to reason that the higher the RTP, the better the deal for the player.With this in mind, I have decided to create a list of the 10 online slots with the highest RTP. The most important tip to win at slots is to pick the games with the highest RTP. These are the slots with the best odds. What is the RTP? The RTP (or Return to Player) is a number that indicates your odds of winning at a slot machine. The casino slot machines you find at the best online casinos come with a unique return to play (RTP) percentages. This is what determines the odds of whether your gambling session will be profitable. The higher the slots payout rate, the lower the house edge. This means you will stand a better chance of winning if you chose to play such slots. Also, this is a fantastic way of reducing your losses. If you’re hoping to walk away with a really huge win, progressive jackpot slots are your best option. Every so often, a few lucky players walk away with life-changing sums of money, with many... This means that the next time you play a slot machine make sure you select the most amount of pay lines possible. It makes sense that you would win more when playing a slot machine if you have more chances. Pick Slot Machines That Are Fun to You When it comes winning at slot machines the best tip is to pick slot machines that are fun to you. If you pick a slot machine just because you think it is going to win and it isn’t interesting to you, then you’re not going to enjoy playing it Without a doubt, the best way to test your strategy and to learn how to win at slots is to practice by playing for free. Planet 7 offers the option of playing for free with fake money on all its slot machines, which means you can put the above theories into practice without having to lose anything. Take the whole win and place it as a bet on roulette. Choose a type of bet that secures you the desired sum of money if you win. Take the whole win and play one spin with a big bet. If you win, go back the point 6 (double up until satisfied). On progressive slot machines, a percentage of each wager is added to the jackpot or jackpots. Three-reel slot machines usually have a single progressive jackpot on the top payoff, and you must bet maximum coins to be eligible. On a three-coin dollar slot machines, for example, you can’t win the progressive if you bet only one or two coins
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