Balancing Quiz #1 (K, mKaDA, mKlDA)

in CEO Champion's Gate4 years ago

Consider these three units.

unknown.png

They're all Champions. Please cost them. Use decimals if you have to. Also, to avoid spoilers, consider your answer before scrolling to the comments. First two responders get 5 RP.





-main_gi

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5, 5, 6
Second one has better forking potential than Super Dummy, but sufferes far worse in defence, So I'd value the second one as worse than SD, 4.6? Simply hopping infront of it blocks it like an archer. It's a worse ranger.
Third one solves the blocking problem but still cannot defend itself, a worse ranger still, but better than before. An direct upgrade to tiger+ maybe closer to 7? 6.3?

 4 years ago (edited)

Without decimal points, 5, 5, 6. With decimals, I am not sure, I think the latter 2 are both better as the 1st for player with higher skill, as he can use reach better without needing / worrying to cover holes (unlike me). I would choose 1st as safer / easier way to make up for my mistakes.

EDIT: After reading comments, mainly your own main_gi, I think what I wrote is answer and conflict to what is balanced. Its different for differently skilled people, its not in vacuum from other available units, and ofc playstyle / setup preference. If there's a highly frequent / popular theme / meta that could make the choice skewed / favorable for one of the units, that could be part of decision too (e.g. multiple 2-range blockers, and nr. 3 one of few unblockables).

Champion #1: non-royal King, also colloquially called "Man", or in CEO terms "SuperDummy". There's been quite a lot of talk about how much having this moveset is worth recently, so this should be the easiest one. Currently all the Man-or-better Champions are valued at 6 or more. Nerfing them requires costing them at 7; therefore the Man by itself is probably worth a bit more than 6. 6 1/2 is probably about right; it might be a touch less, but I'm not bothering with that level of granularity for this mental exercise.

Champions #2 and #3 are more or less the same, so I'll judge them simultaneously. First: Apprentice+++ sits at 9 points and is strictly better than either of these pieces, so they should be valued at less than 9 (assuming Apprentice+++ is correctly priced, that is, but with Wizard sitting at 13 it's gotta be in the ballpark).
Champion #3 could be loosely analogous to Knight+, with a short-range move option and some 2-range jumping attacks, although Knight+ can jump without attacking, so #3 must be worth less - probably by 2 whole points' worth, actually, which would set its cost as 6. Then Champion #2 would be worth something like 5.5 - the transition from normal attack-only to jumping attack-only isn't that strong on a piece like this.

Also, for reference: You have my word that I did not cheat by peeking at the comments prior to writing this.

(despite not being in the first 2, I gave you 5 RP anyway lol)

-main_gi

 4 years ago (edited)

Are we pre kingmove nerf or post kingmove nerf?

I will provide fitted and unfitted values of each

K (pre-nerf) - 5 (5.1) - a pretty solid defensive unit, ok mobility
K (post-nerf) - 6 (6.3) - higher cost due to kingmove being nerfed due to it being trivial to defend with, this means SuperDummy is balanced
mKncAncD - 4 (4.7) - decent attacker but not very defensive
mKcAcD - 6 (6.7) - great cheap attacker

 4 years ago (edited)

Hmm, the actual purpose of this quiz is a comparison between the three units, not something with regards to any nerfs. Basically my question is, what are balanced values, not one involving a flood of kingattack in the meta.

BTW, my notation is:

  • unlabeled = move or attack
  • m = move only
  • a = attack only
  • t = unblockable move only (t = teleport)
  • l = unblockable attack only (l = lunge)
  • j = unblockable move or attack (j = jump)
  • s = swap with ally

Obviously you don't need to use it, c for capture is fine, I just prefer these myself. Also, this means that "A" by default means blockable, and you can group things because the first given units would be unlabeled. (So in "ADtNF", A and D are blockable move/attack, while "tNF" is treated like a group including N and F as teleports.)

-main_gi

 4 years ago (edited)

based on my personal preference and not in a vacuum, 4 for mKaDA (main_gi notation, not betza notation this time), 5 for K, and 6 for mKlDA makes sense assuming costs close to CEO's 100-point scale

Post-nerf is due to fitting the unit in CEO's meta, which is swamped with pieces that defend like a king.

also tempted to add "x" for ximaera-swap, though xtNDA looks a bit ugly

4, 4, 6

for fun here's how I'd balance an actual mKcDA

PieceMaker-mKcDA.png

in main_gi's notation this is a mKjAlD

 4 years ago 

This post has received a 25.12 % upvote from @boomerang.

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