09-06-2020, 11:55 PM
(This post was last modified: 09-06-2020, 11:59 PM by Maksimum_Fire.
Edit Reason: Posted early by accident.
)
Initiative can be considered an actively detrimental stat to pursue. Kinda sucks.
Celerity, the stat providing it, likewise is in an unfortunate position. Arguably not awful. Here's why.
With all evade talk done with, I'd like to properly get to initiative and its impact. Initiative used to be impactful because it let you go before some measured amount of enemies on the opposing team. This let you either, as a lantern bearer or priest, ward your team and field- or as a Magic Gunner or Hexer, debuff the enemy team. Two interests in perfect counteraction.
But with current turn order, going first on your team means at worst you go second in the match. You no longer need CEL to make sure that your team doesn't get Interferenced. You no longer need CEL to put down a Sanctuary. You can have 0 invested CEL, but if you have a coordinated team that won't be an issue. The only way something like that was possible before is with Tactician.
I think- without Cel being an 'initiative race' tool, which is the main reason it was built for characters at all interested in teamfighting, it loses out as a stat. Most discussion on team fight builds pre-turn order changes indicate that Initiative was 'the' reason to build Cel.
My proposed change is to make Initiative give a new benefit, provided the trial turn order stays in place. Every 20 points of initiative grant an extra point of Move, making high-cel characters properly speedy in how they move, too.
Accidentally posted this before I finished and had to edit in the last of my thoughts asdf but I think I've pretty much got everything out there. I might add on some other notes and cite some sources, or I might leave it as is.
Celerity, the stat providing it, likewise is in an unfortunate position. Arguably not awful. Here's why.
With all evade talk done with, I'd like to properly get to initiative and its impact. Initiative used to be impactful because it let you go before some measured amount of enemies on the opposing team. This let you either, as a lantern bearer or priest, ward your team and field- or as a Magic Gunner or Hexer, debuff the enemy team. Two interests in perfect counteraction.
But with current turn order, going first on your team means at worst you go second in the match. You no longer need CEL to make sure that your team doesn't get Interferenced. You no longer need CEL to put down a Sanctuary. You can have 0 invested CEL, but if you have a coordinated team that won't be an issue. The only way something like that was possible before is with Tactician.
I think- without Cel being an 'initiative race' tool, which is the main reason it was built for characters at all interested in teamfighting, it loses out as a stat. Most discussion on team fight builds pre-turn order changes indicate that Initiative was 'the' reason to build Cel.
My proposed change is to make Initiative give a new benefit, provided the trial turn order stays in place. Every 20 points of initiative grant an extra point of Move, making high-cel characters properly speedy in how they move, too.
Accidentally posted this before I finished and had to edit in the last of my thoughts asdf but I think I've pretty much got everything out there. I might add on some other notes and cite some sources, or I might leave it as is.