Worst part, if you are using a tech based DT with power to support, you're gonna have like 75-80 tech only. Take away 33% and you're not high enough to win.
So now, teams like Tcejorp are fucked, because spin is dead to them.
Immovable Object does that, as does Tunnel Vision...
Yeah, I'm saying none of them should, they should all boost you. You shouldn't have to take a bunch of SAs in order to prevent someone else from screwing your build - you should however be forced to deal with a bunch of different builds.
Originally posted by Raid Yeah, I'm saying none of them should, they should all boost you. You shouldn't have to take a bunch of SAs in order to prevent someone else from screwing your build - you should however be forced to deal with a bunch of different builds.
Not gonna lie, that feels like a pretty weird line to draw in the sand.
Originally posted by Corndog Not gonna lie, that feels like a pretty weird line to draw in the sand.
It stops changes from killing entire build plans. It makes the player targeted more or less effective based upon what you do instead of hurting the other position in such a large way.
If you focus on boosting the player itself instead of tearing down others skills, it's much easier to not destroy things you don't intend to like this.
If this gave the defender a boost to THEIR tech instead of reducing the opponents, it helps prevent the 'problem' without absolutely trashing my plans.
Also, nobody asked for a nerf to TV, go check the forums. And you nerfed spin way harder than TV.
Maybe instead of acting like it's a massive nerf to defense, consider that it's another option for offense? It costs points that could be put elsewhere, and is powered by an expensive skill.
Again, don't get too hung up on the poorly worded changelog.
Originally posted by Corndog There's also no difference in increasing the blockers tech roll and decreasing the defenders tech roll. Whether its 50vs25 or 100vs50 doesn't matter.
Seems like a lot of rage for a molehill tbh
except supposedly there are diminishing returns above 100 and it's a lot easier for skills to still activate and fight when the other guy is raised?
I'd rather my guy go with 100 tech vs 133 than 66 vs 100, but it's more than likely more along the lines of 66 vs 70 and 100 vs 93 since the linemen with enough power to make this fire regularly won't be at 100 tech more than likely.
Spin already demands a high investment in tech like that unless you are using power to support, and my guys on tcejorp end up around 80 tech with the power support.
So if my tech is lowered by 33% I'm looking at maybe 54 tech as a tech-first build when this fires - which completely deforms my build and will force my guy to use power as it's now above tech.
Whereas most offensive linemen aren't even getting above 70 tech, and often less in passing. If you boost them, it's more an even match with still a distinct advantage from it firing, instead of crippling the opponent. 70-53 vs 93-80
spin requires winning, TV does not. This is a direct counterpart to SPIN as it effects tech and is activated in the same time. Spin wins 'eventually' whereas TV often wins right out the gate or with it's increased mobility just avoids people entirely.
It's literally way more of a nerf to spin, especially builds like my vet DT who use power in order to get the winning condition.
This will kill my style of DT entirely, and nerf the hell out of any linemen using tech in general - most of whom use spin.