02-03-2008, 03:42 AM
I'd appreciate hearing opinions from anyone who stumbles across this thread.
As most of you know, I'm almost strictly a One Player battler, and rarely glance at Two Player for any longer than is necessary to rate a given weapon. However, I recently had a few thoughts come to me.
First off, I'd like to reconfirm a few things about Two Player.
One, are Freezers still being used virtually always on the first turn? Or are people pulling late-freezes more often nowadays? (With tanks around I'd imagine they might be.)
Two, are sets still following the Primary, Secondary, Tertiary, junk/stealer/fourth weapon (possibly shield in the case of tanks), Downsize! (possibly shield in the case of tanks), Healer, Freezer, Bomb pattern?
I'm going to assume for a brief moment that nothing's changed since I last dabbled in Two Player and that everything I said above is true. I'm not sure if it will matter a whole lot if it isn't.
Freezers and healers usually negate. Either both players freeze each other, or each gets in a freeze and deals an approximately equivalent amount of damage to each other. Healers simply extend the battle by an extra 50% of health without actually shifting the balance (ignoring the extra range in Kacheek Life Potion, and assuming that if one player is using a full healer so is the other one, thus extending the battle up to 100% longer, and in that case slightly altering the balance depending on exact timing).
For those who haven't realized what I'm getting at, who thinks Two Player battlers would be more interesting and strategic without freezers and healers? (Further, perhaps only allowing multiple-use, non-healing items.)
I'm not trying to cast a vote in favor of those no-freeze battlers who aren't fortunate enough to own a 100% freezer, but I'm asking from a standpoint of strategy.
Think about it for a moment: dropping the freezer and healer would open two slots of your set. Two slots where weapons, dual-duties, or shields could be placed (totaling six or seven). Whereas right now there's only room for four or five in a set.
As most of you know, I'm almost strictly a One Player battler, and rarely glance at Two Player for any longer than is necessary to rate a given weapon. However, I recently had a few thoughts come to me.
First off, I'd like to reconfirm a few things about Two Player.
One, are Freezers still being used virtually always on the first turn? Or are people pulling late-freezes more often nowadays? (With tanks around I'd imagine they might be.)
Two, are sets still following the Primary, Secondary, Tertiary, junk/stealer/fourth weapon (possibly shield in the case of tanks), Downsize! (possibly shield in the case of tanks), Healer, Freezer, Bomb pattern?
I'm going to assume for a brief moment that nothing's changed since I last dabbled in Two Player and that everything I said above is true. I'm not sure if it will matter a whole lot if it isn't.
Freezers and healers usually negate. Either both players freeze each other, or each gets in a freeze and deals an approximately equivalent amount of damage to each other. Healers simply extend the battle by an extra 50% of health without actually shifting the balance (ignoring the extra range in Kacheek Life Potion, and assuming that if one player is using a full healer so is the other one, thus extending the battle up to 100% longer, and in that case slightly altering the balance depending on exact timing).
For those who haven't realized what I'm getting at, who thinks Two Player battlers would be more interesting and strategic without freezers and healers? (Further, perhaps only allowing multiple-use, non-healing items.)
I'm not trying to cast a vote in favor of those no-freeze battlers who aren't fortunate enough to own a 100% freezer, but I'm asking from a standpoint of strategy.
Think about it for a moment: dropping the freezer and healer would open two slots of your set. Two slots where weapons, dual-duties, or shields could be placed (totaling six or seven). Whereas right now there's only room for four or five in a set.
) especially if it's a second or further battle with someone and you've already seen his earlier opening move. With regard to healing, you'll want to hit your opponent hard when he heals, and try to prevent him from doing that to you when you heal, which makes for quite an interesting series of moves during that period of the battle. And CBT can have a huge impact on a battle.