#Live positioning and knowing next opponent

1 messages · Page 1 of 1 (latest)

drifting oyster
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I'm curious how other people look at that feature that you can see live the battleboard of your next opponent.
From other autobattlers i'm used to get a selection of opponents i could potentially fight next, and i have to choose what positioning i do to beat either most of them, or just focus on the strongest of those opponents.
Here in Illuvium, you not only know exactly who you fight next, but you also see live the positioning and the bench of the opponent.

  • I feel this results in less rng and more skill based decision making, but also requires to act fast in last couple seconds and/or is more favorable towards specific teams, where you either turtle in a corner and play every game the same anyways or just have to move 1-2 core units which hurts the opponent tremendously.
  • Lag could be a thing, when positioning during the last couple seconds of a preperation phase decides for win or lose.

Me personally, i'm just a casual player.
I got drawn to autbattlers because i always like strategic games but mostly because my reflexes doesn't really let me enjoy fps games anymore (too old for that shit 😄 ), therefore i like the more rng based system way more than what we have currently in Illuvium. I'm aware that for the final battle between top 2 it's basically the same in other autobattlers aswell, but I'm totally fine with not winning the game, but get 2nd or 3rd since you get points and can climb ranks in autobattlers usually with placing in top 4.

I'm super curious how other people of the current playerbase feel about it 🙂
Do you like it more than other systems?
What specifically do you like/dislike about it?
What would you improve?

low raven
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It's great, it's not that different from top 4 in tft

narrow flower
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I only played a bit recently again, with the see your opponent thing, but it isn´t much different to how 1v1 Arena was and I hated positioning in that game, in the end was just a knowledge check with incredibly low skill ceiling and after more and more reached it just coinflippy.

In theory can argue the apm/skill check, I think in reality it will end in a checklist of do this or that vs this or that enemy and a check on apm/pc specs/ping if you can pull it off, doesn´t add skill ceiling only a knowledge requirement, that if people share spreadsheets is "solveable" anyways imo.

If there is a large skill gap between players Gauntlet obv favors the better one compared to the don´t know person exactly, only 1 out of X, if playerbase would be larger and matchmaking better due to that, that advantage kinda goes away, as there shouldn´t be gaps like that anymore.

This also kinda buffs/nerfs some teams like spoon said, if someone just sits same positioning same side always, feels bad that that is encouraged compared to e.g. TFT, where at least swapping side makes sense for everyone at times.

I think positioning in general feels very bad, feels mostly like 1v1-days knowledge check+ little bit of apm now, not much about having mastered fundamentals and applying them based on the current game/opponent/situation.
I think it is an aspect atm, that fails the easy to learn hard to master check, as "hard to learn", need niche knowlegde not basic fundamentals and once you have the knowledge there is no further ceiling, so learning is just a chore to me personally, not an enjoyable process of understanding thigns and getting fundamentally better, a spreadsheet could tell me all I need in few mins I think.

low raven
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ye but i think the grid itself is just terrible and that's where the problem lies, with that in mind live positioning is way better than coinflipping sides, i'd rather have apm checks than coinflips

narrow flower
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yeah, I think in general a lot of systems are set up insanely well for PvE, but suck for PvP basically

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it is very different to TFT fundamentally with hex grid, movement, rogues, positioning etc.

low raven
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but also fundamentally the game just doesn't really reward positioning in the sense that the moment there's a rogue the fuck are you supposed to do other than group. And also another point the units go past the front line way too easily, like not killing them but just avoiding them.

narrow flower
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yeah, lots of things like positioning feel like a hassle/chore to me when I look at the game atm or at release, not like the fundamentals changed

low raven
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I will say that overall it's just very unintuitive, in the sense that in tft i know exactly what my unit is hitting or what 50-50 it has, but in arena i'm still to this day getting surprised by what the units actually end up doing

narrow flower
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TFT fights are also a lot faster, so the whole blocking meele carry in the back stuff isn´t good+ meele are drain tanks/dps +not alone dps in general.

low raven
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they tried to speedup arena fights and it was a clusterfuck u couldn't tell what was actually going on, basically was no different than just simulating the fight and not showing it

narrow flower
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I meant faster in the sense, you get punished a lot for having meele carry taking few sec to walk to the front
here it is just normal

low raven
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yes, it was units killing everything with 2 autottacks

narrow flower
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damn

bleak token
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IMO It's not perfect but I would leave the team worry about other priorities for now

paper light
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Survival I miss you

low raven
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ye there isn't anything they can do about it other than straight up rework the grid

narrow flower
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I’d like a keybind for swap unit to the other side instead of drag/drop.
No clue if that is good or bad on 2nd effects though.

sick beacon
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I like to see the live changes. feels like a psychological battle between opponents 👍

bleak token
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its not bad at all. We have to also consider that changing things doesnt always makes them better 😅