Phantom
Dust Quick Mode Retrospective
What''s written here is a bit of a look into some of what went on when
creating the Quick Mode Arsenals for the rerelease of Phantom Dust.
This is not a perfect record of it, and I don't have
everything
that went on during it, but I thought this would at least interest
people. You'll also get to see some commentary on things that
surprised me with it. Sorry this is rambly and not the most
organized.
I am not showing things with the developers' or other
player's commentary out of respect for their privacy.
The players I do show, I do not think would be offended by what gets
shown.(and deserve thanks for the ideas, encouragement, and
help
they provided) What's shown is no great secret but something
more
of interest to players and what went into the updated arsenals
creation.
During testing with beta of the rerelease, we were doing our testing
with the original Quick Mode arsenals. Let's just say those
arsenals didn't always make for the most thrilling of play.
One
arsenal contained 4 rain moves in it for example.(Good luck with
Panorama) While I was gratefiul to get to test, I
half
jokingly made a post in the testing group asking if they were
going to update the Quick Mode arsenals, just hoping we might have more fun
arsenals to test with if I could convince the developers..
This ask had some support, and the developers asked us what we think
they should be instead. This eventually lead to the updating
of Quick Arsenals, of which I had a significant hand in the creation of.
A
fan boy's dream to have happen. Honestly, I sometimes
criticized
myself for spending time writing what was originally a 90+
page
guide on Phantom Dust, which I wondered if anyone even read much
of anyway at times. However, if I didn't write it, I
get the
feeling I probably wouldn't have been able to end up getting the Quick
Arsenals updated in the re-release. It would make putting
things
together more easy and give me the confidence (or arrogance?) to try
to organize updated arsenals. So you never know sometimes.
Anyway, while I unwittingly pitched updating the arsenals some
interesting discussions came up about what they should be designed
around. One interesting idea people had was make the arsenals
in
a way so that potentially "overused skills", like say Fortress of Iron
was argued, not be used or be heavily deemphasized. In a
sense, I
think the thought behind that was, with the absence of certain skills,
other skills might have their time to shine. While
interesting,
it's also a highly divisive idea. Skills are popular at least
in
part because people actually like using them. My memories
would
say the suggestion did not get much further than that conceptually in
the discussions.
It did spark an idea in me though. What if we designed these
Quick arsenals with the intention that they have tag team
synergy?
To the point that, maybe these decks aren't too good on their
own, but if you and a teammate ended up with certain arsenals,
you
could pull off some wild combos, somehow... It's an
interesting
idea in theory, which you might even be able to make work with enough
design and testing time. What ultimately bothered me
with
the idea, is that Phantom Dust Quick Mode, is not just designed for Tag
Team, even if it's generally the die hard fans choice of play.
Did we want players playing One on One or Battle Royale
getting
stuck with ineffective arsenals because they lack a tag teammate? No.
These eventually dropped ideas did influence some of the
Quick arsenals created. Along with players
commenting that
they didn't like it in Quick Mode when they got an arsenal they didn't
feel like using. It influenced me to include Thieving Imps,
Learnings, and Relearns in arsenals. The idea was if you
didn't
like the arsenals you got, here's your chance to get an opponent's
arsenal skill or emphasize a skill with Relearn. It could also feed into the idea of
potentially
having a way to create new combos between the decks used, for more
match variety. This was especially the case with trying to include Thieving
Imps
and Learnings. Skills I would say that weren't competitively
popular, at least when the arsenals were designed. Relearns
were
used as a way "customizing" the deck you received by essentially
doubling up on a skill you wanted to empahsize more.
If you're curious about what exactly was in the original quick sets,
you can get the list here: PD's Original Quick Arsenals
Starting to undertake the idea more, I worked on trying to justify
arguements for the removal of certain skills: Initial Removal Arguments
Part of a more focused discussion included these exchanges: Focused With Bregan123 and Nathan 0
I do feel like Bregan's staples suggestions helped ground me in the creation of
the arsenals. There were additional discussions I had with him in
dms, but I don't have those, unfortunately. I can only remember
otherwise that he may have suggested a Faith Nature deck be one of the
arsenals included.
With Some time passing I started to justify the removal or eliminating of further skills: Skill Removal Justifications
Another thing I found in my notes were a list of every skill feature I
could think of that I'd like new players to see or for players to
potentially be able to do when they play Quick Mode: Skill Type List.
I think I may have met all those goals somewhere.
At this point I was starting to just make the arsenals and pitched 8 of
them as a group. Designwise, there were 2 main threads.
Getting greater variety of effective skills vs flat out
potentially more effective arsenals with duplicates. I went
with a variety approach, with at least some skills from more staple
arsenals followed on. I think it would be a lot harder to start
filling up arsenals with duplicates that meet a few staples with less
skill variety. Depending on player taste, the mode could be less
appealing if players are stuck with arsenals that had fewer liked
moves, but was a better focused. I was also concerned the quick
arsenal update idea could get shot down
because of testing players disliking a more limited scope of
skills. On top of that I thought it would be better for newer
players to see more possibilities than just an arsenal using 3-4 attack
types. If something annoys them, they also won't see it as
prevalent when playing multiple matches. I kept the shields down
to 3-4 to help to
discourage overly defensive play. Each of these arsenals needed
to have ways around defenses. Every deck with Faith did have
Reincarnation for example. So yes, I didn't always follow
variety, but balance wise, it helps those arsenals overcome defensive
issues.
Talking about limitations and variety also brings up another
interesting influence in the design. With 8 arsenals, in the
original Quickmode, each school was featured in 3 decks each.
Wanting to be fair with school variety, I also followed this
consideration initially with this pitch. I think at this
point of the thread discussion, someone needed to pitch a tangible set
to really get the idea moving further past talk: Pitched Arsenals.
You might notice something in that list. Arsenal Number 7, Weird
Miner Shatter is different than the one playable in game now. It has Ki school instead of Nature in
the current game. I wanted to get Ki in there, because all the
other schools had 3 arsenals they were in. It also gave me a
chance to give Learning to another deck so players could play off each
other. As I did more testing with it, and maybe even a little
playing it felt like it came up short with what I hoped for. The
deck was meant to be a bit more in your face. Looking back maybe
it wasn't as bad as I thought, but at the time I felt like I really let
people down with that one. Since a second update, was being put
out right away, I was able to ask to update it to what's there now,
which was really cool of them to do. I think I made the right
call even though it meant Ki was only in 2 of the 8 quick arsenals.
I wanted to give players that
feeling of being able to pursue opponents with that single Speed Up,
but I also
didn't want it to get abusive to the point that all these decks now
need to have fixers to deal with a pesky +4 speed player.(Thieving Imp
Relearn opportunity )
I didn't really get the chance to play these decks with other
people to try to test. Mostly it came down to me starting them up
in split screen mode and seeing if I liked the way the skills
theoretically came out. I also did some play against the AI for
whatever that's worth. Other than that, after Xbox Live went down
for Phantom Dust, I maybe either played 6 or 7 times on Xlink Kai
with PD vets. I didn't really have a whole lot of recent
experience
to design off of. On the most basic level, more play and testing
would have lead to a better balance, no matter what guided the arsenal
creations in the first place. Whether you went for more
variety or more focus styled arsenals. I did the best I
reasonably could in trying to get it changed into something better with
the time I had.
Some Reflections on the actual Builds.
Part of the design towards variety had ups and downs to it. More
variety meant being able to get more cool combos possibilites for
players.
Though with more arsenal building experience now, I realize
having less duplicates means lower chances of getting combos to
actually come out for you in play. Even if you put 3 of a skill
in a deck, you're going to have games where you can expect to never get
those moves before the match ends. Now if you have 4 of a skill
in an arsenal , you can reliably expect getting at least one of them in
a match. So yeah, more variety means more types of combos
potentially possible, but less chance of any specific combos occurring
in a match. Something I did not really think about in the design
of the Quick Decks. Special Thanks to Bregan, Maalik, Nathan
0, Phreaker, and Developers for support and help editing / coming
up with arsenal direction.
I did a little write up on the decks when PD rereleased here at
this PhantomDusted.com archive :
https://web.archive.org/web/20180329090938/http://phantomdusted.com/quick-battle-arsenals/
From here I'm just going to talk about the arsenals and other things I
didn't expect, or combos I had hoped for players to pull off. They'll
kind of go in and out on subjects here, but hopefully it's interesting
to read.
Fair Balance Arsenal (Nature Faith)
- I think the launch off point was Bregan suggesting a Faith Nature
arsenal should be included in the group. Naturally I said let's
get a Thieving Imp in this arsenal for that cross combo potential.
That element of giving someone's deck a move they didn't expect
to be working with. Plus a limited capsule pop is fun. I did not want
to have a whole lot of level erase in these arsenals, but Vicious can
be a significantly fun one to mess around with but not be overly aggravating
for new players like say Vicious Balance decks designed to zero
opponent's level.
Something I didn't really anticipate was the chances that multiple
players would end up getting the same particular decks between
each other in matches. . Maybe it's me, but it's felt
like the RNG Gods seemed to give multiple players the same
arsenals in matches more than I thought would happen. I guess
it's not that ridiculous between 4 people, that 2 of them could get the
same arsenal when they only have 8 to choose from. I definitely
didn't anticipate it, but in Vicious Balance's case I don't think that
ever turned out that bad, but we'll get to duplicate
decks more later.
Back to this Faith Nature deck, I'm not sure where all the credit comes
from. I happen to like Faith Nature a lot but Bregan also feels
he had additional influence with it beyond suggesting it. Faith
at that point was probably my Favorite school. Some reflections
with it was to put Healing Water in because I wanted new players to
know healing moves existed in the game. To see there is more to
the game than attacks. I know having the "Trinity" of Nature
Swords is fairly popular - Flame Sword, Ice Sword, Lightning
Sword. I didn't include Lightning Sword though because I kind of
felt 3 of them was a little against variety of the arsenal. I
also wondered if maybe it was too powerful for a game type with limited
shields. Flame Sword and Lightning Sword seem to have nearly the
same accuracy too. At least Ice Sword is one of the tougher melee
attacks to dodge in situations. I thought the Ice Effect would be
more interesting to feature with it too. With maybe one or two
hits being less consequential than 2 lightning sword hits. A
streak of frozenness can be nasty though. I put Trance and Heat
in because I wanted players to realize they can combo buffs together.
For a very long time I thought it wasn't possible because you
can't combo Tiger's Strength, and Trance. I hope people didn't
get killed too much from Trancing and Gehenna'ing. It's hard to make
use of Faith without a little sacrifice. It really ups the shield
busting potential of the arsenal. Return to Nature was thrown in
as a counter to Amaros going real bad, or stop opponent stats going too
wild. It also counters the Speed Up player arsenal. Sure Armaros could
have been used, but even the game's AI is stupid enough to use the move
against itself ;) I wanted a chance for stats to be countered but
not to have it all over the place either. Also potential to stop Optimization,
although I think there are a good number of skills here to
exploit Opti like Ice Sword.
The Eraser Arsenal (Arsenal 5) -
Listed a bit later in the pitch link, I remember the development of
this arsenal more
concretely. This one has Bregan's influence heavily. I
honestly would not have felt that comfortable suggesting
this myself. It was very Erase skill heavy, and I
would have felt uncertain of whether having Diabolical Trick and all
the Lacks,
and Dragon Slayers were a good approach. I was less
experienced
with it, and thought people might feel I was putting my
thumb down on erase too heavily for an arsenal. Heat from the
Void was a natural fit for things. I might have suggested the
Exhaust since we're already erasing stuff and wanted to give a slightly
different taste of erase. Technically with Heat from the Void
it's incentive to make players eat up Aura Particles they might
otherwise hold. That's was the theory at least. One
Exhaust hit is not the end of the world, but a second one can hit
you fairly hard. I guess you could pull that off with a Thieving
Imp Relearn. I dropped the Thieving Imp idea though with this one
because I thought it might feel less interesting in a deck with
Diabolical Trick already in it that was already a packed arsenal. We've
got the Learning here though for more cross arsenal potential.
And this
one's got an Armaros to give someone a shot at sticking it to one of
their perma-stat buffing opponents. No buffs in this deck will get
screwed by Armaros'ing yourself either for very long. This deck is a little
aura heavy in need in retrospect. Shields and defenses are
pretty cheap at least. It's kind of a shame that most skill Erase moves
you have to shoot with, pale in comparison to Lack. (enough to
justify a 2nd Lack in there) Either Bregan suggested or approved
the rest of the attacks in the arsenal. I'm glad fans of the
erase side would at least see an arsenal with some emphasis in the
Quick arsenals. One other little trick I wanted to encourage in
the design was having Crawlers and Diabolical Trick so players could
walk on a capsule and use the skills similar animation to fake out
someone into getting hit by a Crawlers.
Opti - I think the initial
basis was Bregan talking about Ki and Optic, Tiger's Strength.
Relearn's here for that option of getting a player a second skill
in their arsenal. I guess the most annoying thing you can do with
it is Relearn a Ricochet Laser. We've got Learning in there for
the additional cross arsenal combo potential. If you really want
lean into that, I thought it would be cool to Relearn a Learning.
I definitely wanted a deck with an Optimization it can put out.
Optimization can be stupid fun, so I wanted players to get a
taste of that. A lot of moves were meant to take advantage of it.
Also, let's encourage people to be annoying with Ricochet Laser
by putting them in a deck. Or Photon Burst like a fool a
bunch of times. I also wanted Pin Down specifically to annoy
with. I thought Pin Down with Opti had an infinite stun at the
time, so I
wanted to teach that too. I think you can eventually break out of
it with a jump or shield mashed long enough without +2 Aura
Regen in a 2 school case. (maybe even a cartwheel trick...)
After release of
the game I remember a
player upset about there being an Optimization in one of these
arsenals. There's only one in this deck. One opponent
arsenal's got a Return to Nature, and you're going to find moves in
those other arsenals that can take advantage of Optimization as well.
It's a fun state condition for people to play in. Sorry,
not sorry. Entangle in one of the others arsenals has a true
unbreakable stun with Optimization out for the trolls out there.
I just don't feel the appearance rate of one Optimization led to
a negative result in play overall. You can thank player
Kamizar for
the Recollection ending up in this arsenal for posting about this trick
back in original Phantom Dust days. Maybe a few times. Good
job! Recollection was meant to combo
with Photon Burst, especially without Optimization down. Fail to
hit with Photon Burst, and then when your opponent thinks you don't
have enough
aura to Photon Burst again, use Recollection to shock them.
Accuracy - Bregan suggested an
Acquisition style deck. The thing I've liked best with
Acquisition
is how a lot of Fall skills are undodgeable by jumpers with just +2
accuracy. And you've got to cartwheel them if you want to dodge
otherwise. I would have switched out Demon's Fire with Wil'O'the
Wisp, but we could not use skills 301-374 when suggesting new arsenals.
As we would later find out, they would be the DLC skills you
would have to pay some money to unlock. The pricing is pretty
reasonable too.(the game had to try to make money somehow)
Demon's Fire is supposed to be a trickier skill to cartwheel, and
could be especially tricky with Acquisition buff. I was a little
worried about Armaros with this arsenal so an Angel's Tear was put in.
Ideally you only use one of those +2 Acquisitions, unless your
confident enough to avoid Armaros. +4 is nice with Big Bomb too
though. Lunar Force is this deck's way of trying to counter an
Optimization from being played. Lunar doesn't really interfere
tremendously with other arsenals. I kind of wish I kept Sign of
Saints in, instead of arguing for Demon's Venom in it's place.
Demon's Venom is easier to understand how to use though and
poison can be fun to use on Opponent's. I also thought the
locked
skill button thing could get confusing to new players, who might just
overwrite a bunch of skills and be stuck with Sign of Saints.
Still, Saints in the right hand is so much better. We've even got
a Lunar Force available to make sure Sign of Saints can at least can do
1 damage.
Tough call. There are less projectile erasing shields
overall in Quick Arsenals to make Demon's Venom a litte more durable.
Theiving Imp to possibly experiment with other
moves while having high homing. I think there are some that could
benefit from high homing. Some better wear down attacks, and some
moves becoming impossible to jump against jumpers. If you
get Armaros'd maybe you
can steal a skill from someone with a skill not affected by Homing
stats as much. Psycho Knife and Reincarnation still have some
bail out potential on that front too.
Vibration Power - Bregan
influenced the direction of getting Vibration moves in along with a
Slide Laser. "Laser staple" arsenal. Between wanting
variety, I didn't go above that. I didn't want new players
saddled with a bunch of long rangers. Not that it wasn't done in
the past, but I feel like manual aim is
something in the rerelease that players have done a lot more across the
board. I think it helps make the arsenal even stronger.
With even more lasers though, you could end up being too sub
optimal on a stage like Panorama. Though manual aimers have grown
to get more juice out of these moves even there. As first timers,
though its not intuitive to manual aim "long range" moves. Having
Stimulate and Heat in there for the mixed buff emphasis again.
Personally I would say at the time I wasn't the most enthusiastic
on Vibration Blaster. Maybe due to a sometimes more heavy level
erase community?(I appreciate it much more now though) I think
the emphasis on variety between arsenals
led to not really getting a proper melee move in this. I did like
the idea of
Photon Wave as serving that purpose to a certain degree. No
shields in any of the Quick arsenals can erase it either. This fact
was also a driver to include Twister in. Nature's Reincarnation,
though nowhere near as good. But also a definite crowd pleaser.
The Relearn potential's also pretty high here. (Stimulates,
extra Vibe move) Potential for a +5 damage Gungnir here.
Just make
sure no one's using "The Eraser" asrenal with Armaros in it!
Otherwise you'll pay for the greed. Photon Wave was also
used as one of the "shields" in the arsenal.(following the "4 shields
rule") I guess the one consolation of an Armaros'd stimulate aura
regen buff, here is that Twister will feel more like a 3 cost move than
a 4 cost one.
Battle Memory - Bregan
basically saying "Make a Memory of Battle arsenal, including Psycho
Spears" drove this one's build. I've been told I committed the
cardinal sin of only
putting one Memory of Battle in the arsenal. I would agree with
that in a
lot of "Memory of Battle " arsenals. I was concerned about
balance or over emphasizing it in Quick, but I could see how it makes
sense and might have been a good idea. I am kicking myself for
not including Gravity Press because I missed out on the chance to give
players a "miracle" combo: Lightning Bolt a shield holding
opponent, then Psycho Spear into
Gravity Press to do 20 damage.(did I not know it back then?)
Maybe I thought Gravity Press' 4 cost was harder to use up.
I
did not feel like I had the most confidence in making a "proper" Memory
of Battle arsenal. Variety led the way, with also wanting to
create some cheap cost stun combos off Piece of Thunder and Lightning
Bolt. Flame Sword for the one infinite use melee option.
And Fire Storm's uneraseable option here. A move that has
seen greater use now than in the past I'd say trendwise. I wanted
to get
Dazzle in the mix with one of these arsenals. Fun effect to do
against others and a great stun against cartwheelers which you can solo
set up. In tag you might see Decoy more, but I preferred Dazzle
for the solo set up possibilities. Turbulence was definitely put
in to
have something potentially counter a Dash user or other annoying moves,
like Dazzle or Pin Down. But Dazzle's in this deck! Yeah
double edged sword, but maybe your opponent will also get this deck ;)
I wanted players to at least have some chance to counter
other moves, even if they didn't always come from every deck.
Whether that idea is spread too thin, is something to think
about. I got past the "4 shield rule" here. Arguably
because there are a lot of one use moves to get you to cycle through
your arsenal quicker to shields.
Miner Shatter - I'll talk about
the initial version and the updated version here. I wanted an
arsenal with some more up close emphasis. This one ended up with
the most close range moves and with 2 mine moves on top of it.
With the remaining unused skills, I was led towards this arsenal.
A big influence would be from seeing Nathan 0 and The Wolf 0
playing tag team matches where they planted land mines around players
spawns while they would take advantage of capsule popping.
Maybe something like watching an old grainy Nathan match like
this inspired
this up close mine emphasis:
https://www.youtube.com/watch?v=vZzPgVloGEY Shatter
was put in to give that capsule pop potential. Also a speed up
for outmaneuvering while popping. Aboslutely only had one Speed
Up put because I was concerned about +4 Speed players being
aggravating to play against with the other arsenals. The
Odd One arsenal could
override this by Thieving Imping a Speed Up and then Relearning it
though! Because of worries of getting Armarosed into -2 speed I
threw Purify in here, it also gives a chance of countering other stat
buff
oriented decks. For the intents of an up close arsenal I think
the Nature and Psycho version does a much better job than the Psycho Ki
version made.
More varied melee options. I leaned into Fang of Tree and
Entangle, as "trick" moves you could alternate with Shatter too.
Any luck there? I thought the Entangle also granted another
skill seen as "anti cartwheeler", to some degree at least. A
funny thing with this deck, I very much thought of Psycho Burst being
an anti Fortress of Iron move for the arsenal. I ended up
surprised once playing someone who seemed at least for a while to not
go past 7 level, countering that Psycho Burst tactic. Bomb's not
the most inspiring move but it's still kind of neat. Was kind
of hoping knock down potential could aid one of your Shatter attempts.
Twister again as "Nature's Reincarnation" again. Also
another follow up Shatter option. If someone puts Optimization
out, it might be possible to Entangle someone and Shatter a capsule and
then Re-Entangle without the opponent breaking out of stun over and
over! With the right spacing at least. Needs testing.
The Psycho Ki version of this arsenal lacked the more cohesive in your face options I
was looking to go for which Nature provided. It was a bit more
varied in projectiles, and had less melee moves. It just felt
like the moves didn't compliment each other as well. I really did
want to try to make it happen just to get another Learning to
follow that chance of arsenals playing off other people's moves.
It lacked a counter to Armaros, with only a Neutralization.( I know, Refresh was possbile)
Nature's Purify taking it's place though was protective against
Armaros and gave you an undodgeable stat counter option.
Hyper Ki Bullet and Psycho Sniper did provide some clunkier high
cost knock down potential in the Ki version. I guess I could have brought Hyper
Kick in as an option and Psycho Blade. But vs Flame Sword, it's
harder to cause knockdowns for follow up shatters. They just
didn't mesh as well I thought vs adding Flame Sword into the mix.
Flame Sword gets a quick cheap knockdown for a follow up shatter. Dragon
Slayer and Lack made things a little more interesting for the Shatter
portion. I just really didn't feel like things meshed well
overall working around Ki instead of Nature. I was happy to get
the chance to update it to the Nature Psycho version. Even if it
was at the expense of losing a "Learning Arsenal" and only having Ki in
2 of 8 arsenals. All the other schools were in 3 different
arsenals, and Nature had 4 now.
I think it was the right call
even if the Psycho Ki theme could have been built a little better right
out the door. I do find myself a little biased against Ki vs the other 4 schools.
Or maybe I don't give it credit where it's due when it's part of
an arsenal. It's got some cool environmental concepts I really
like, but no way are they getting in Quick mode consideration. If
we had a dude complaining about Optimization existing in an arsenal,
just imagine how happy people would be with a Memory Lapse, Chaos,
Irregular Rhythm, Fatigue or Soul Cage ;) I also like
Dance of Death a lot but that's not everyone's cup of tea and generally
a large part of your arsenal has to revolve around it. Or quite a
few samey Melee moves that aren't great or are tricky to use need to get included.
("Why doesn't Swift Blow do anything? I've got way more than
2 Level?") "Dance of Death only does 2 damage, I might as
well just use Hyperkick and get rid of Dance." And while there
will be people who think Ki Palm's Kamehamaha animation is iconic, it's
not beginner friendly. It would also need an arsenal with a greater stat
buff emphasis. Ki Cannon's cool too but has basically the same
issue. I think given the limitations it was worth having Nature
take Ki's place to compliment Miner Shatter's intended style more.
I think a lot of the remaining good Ki moves did get featured in the other 2
arsenals as well.
The "Odd One" - This arsenal I
questioned quite a bit, but somehow
ended up satisfying for me at time. I think it made space for
some
interesting one off Faith moves not featured elsewhere yet.
Having both Relearn and Thieving Imp, it has the best deck theft
potential.(Quick, steal less odd skills) But you know, the
downside to Thieving Imp is that the
skills sitting at your opponent's spawn may not be the best ones.
After all they left them there for other moves instead.
Thieving Imp's not meta, but when you're forced to use
a deck with it, it can be a fun effect and has interesting
potential Quick variety. The Relearn is also pretty nifty for
going double
Muramasa Blade or double Agonies of Death. Fusion ended up in
this
arsenal because a previously created Quick deck used the 2 Dhampir
Faith melee attacks that steal life. Unfortunately, those skills'
accuracy is very bad and easy to punish with shield erase. At the
same time I was concerned that
excluding both of them would cause complaints, so I argued for Fusion
to take the place of both of them. Fusion's a little more
accurate, it seemed. Still, Fusion leaves a lot to be desired.
If
you land one you can do a significant amount of damage and gain life.
So if you do land it, its a more dramatic affect. It's also
uneraseable by shields. I kind of hoped it might provide an
unerasesable melee stun potential like Dazzle or Decoy.
It's lower accuracy doesn't really lend much to that
unfortunately. It does also have "Miracle Combo" potential.
If you've got 1 life and hit someone with 20 life with Fusion,
you'll drop the opponent to 10 stunning them, perfect for a Muramasa
Blade follow up to send them from 20 life to 0 life. I thought
Demon's Wing's Invisibility was another cool thing to feature to
players and being the last deck created possible for it to be in, Also
perfect for Muramasa Blade. Though I think now I
probably should have dropped it for Optical Camo. Most players
aren't going to know that if they hit the same button that activated
Demon's Wing it will allow you to drop to the ground.
Demon's
Wing probably could have aided some of the projectiles
in situations at least. The jumping invisibility of Demon's
Wing can be harder for eyes to see too. Killer Satellite is
another pretty cool move that didn't make it into
another arsenal yet. It probably should have swapped places with
another arsenal given the odd assortment of skills in this deck.
Swapped for something a little more consistent and versatile?
I was hoping Paralyze Barrier would also show players the
Paralyze effect and it can create difficult situations against some of
the power moves in here. But man is it level heavy to pull off.
And now nearing our end here, let's talk about the "monster" I put in this arsenal known as
Disintegrate. I regret putting this skill into Quick mode the
most. It can be a really nasty move. I kind of felt though
more experienced players do a fairly good job dodging it. And I
did want to get something else in just to show other players the level
erase potential that's in this game. If people get hit with one,
they have a reasonable chance of recovering. Well, turns out beginners don't
think to jump this move. Beginner cartwheelers do not know the
moving pattern to dodge it, and lazy cartwheelers can get caught in it.
As I mentioned before, when I made these arsenals, I didn't think there
would be many games where multiple players would get the same arsenal.
So not only is this move very punishing and not easily handled by
beginners, this could happen more than once potentially creating stale mate situations... Experiencing
or watching that Disintegrates land multiple times in matches did make me feel bad.
"I've created a monster" I thought at one point.(Relearn that Disntegrate to stick it to me twice) I honestly
really wanted to use Quatnum Decay in an arsenal instead that also had
Aura Cannon in it. A Relearned Quantum Decay can also do a pretty
nasty hit on people's Level. But since online skills weren't on
the table, I thought let's go with that big ole Disintegrate.
"It's just one skill, that will feel significant if it hits.
It ain't going to hit that much." Regret. On the plus
side, in a set of games played by a Kotaku journalist, doing a
streaming session, she used Disintegrate and it helped her win one of
her matches ending the session on a happy note:
https://www.youtube.com/watch?v=bPXaSQFIyZ4 Some good
press at least :) I also caught a video of a player laughing at
an opponent because they somehow took a melee swing at someone doing
Disintegrate. The attacker somehow dodged the disintegrate under
them hurting his opponent with the melee move, while watching the Disintegrate
caster manage to hit themselves with their own Disintegrate. So
it wasn't all bad, but I severely underestimated it.
I've
actually realized a pretty nasty cross tag combo with it in Quick
mode too now. If your teammate is at 2 life have them cast
Vicious Balance while you cast Disintegrate and let Disintegrate hit
yourself.
Your teammate dies doing Vicious Balance and you send your
opponents and yourself to 0 Level. Now resurrect your teammate
who's still got all their level and let them go nuts. Want
another one I didn't think of at the time? If you Thieving Imp an
Armaros and your opponent cartwheels, they better pray they don't have
a stat and do have a hole blocking shield. You can solo Armaros
stun someone into Disintegrate if they can't jump and don't have
shields that block holes. And what do you know? These
arsenals only have 3 or 4 shields and even less that can block
holes.(They can still wheel but it won't take them far enough if your
timing of doing Armaros > Disintegrate is done immediately. At
least I've found this when testing offline. Did not plan
that. Still I'm not 100% sure might be able to do a quick turn into a
cartwheel to avoid that hit all stun trap now that I'm thinking about it. Doing hitall
traps with your teammate is better anyway
but that requires a bit of practice timing:
https://www.youtube.com/watch?v=y9k09COjNeA
A funny situation could happen if your Opponent's put out an
Optimization and you have Entangle and your teammate is using the Erase
arsenal. You can stun a player infinitely with Entangle after
knocking out the other opponent. While they're stunned
infinitely, the Eraser arsenal can dig for Diabolical Trick to pop out
your other opponent agonizingly. With practiced timing I'm pretty
sure you could do an Entangle loop with your teammate shooting 3-4
damage projectiles at the opponent too.(But that's tricky and requires
waiting for the knock down effect to reset)
I hope you had fun playing with these as I did watching people and playing them.