Breakaway ThrowDown Thursday Season 3 Fantasy League Live Draft on Twitch Hosted By None Other Than Kronic!
Check out the video below to watch our rough draft... draft! This is our first attempt at a fantasy league for Breakaway office league! So we do apologize for the small errors as i was multi tasking and math hard. Credits to Kronic and crew for the awesome idea and everyone else. Thanks to TDT and AGS for making it possible.
Interested in participating then act fast! Season starts this thursday! Discord for mature individuals interested in the FL and/or competitive Breakaway teams! Be positive, helpful, and courteous to others and you'll fit right in!
I like the idea of maps that have hazards, and not just falling off the maps, I think it'd bring a level of complexity to strategies, and how to fight around it or completely avoid it all together. I don't know how it would work in the competitive scene or if we would even play these maps or just ban them out. IMO fun maps are very competitive, I think the devs have done a great job with the map design so far. As for seperation between casual and competitive maps I don't think there should ever be separation between the style of map, the only game I have ever played that has this is counterstrike, and thats because some maps are extremely one sided or for a different game mode, Breakaway is a mirrored map and all maps should be equal. What I would like to see is 8-10 well constructed maps (not right at launch, I hope to see 4-5 maps at launch), and in a custom mode (maybe even in ranked) a pick and ban phase for these maps.
Offensive: Place a translucent wall that slows enemies that pass through it. [40% - 60%]
Defensive: Place a translucent wall that increases movement speed of allies that pass through it. [30-45%]
Defensive: Place a totem that heals a single target at [medium / long] range. [X healing per second]
Offensive: Place a totem that pulses a short-range wave every [3s - 5s] that grants allies temporary CC immunity. Effects last [.75s - 1.25s]
For a new tank:
Offensive: Place a wide-swinging ax that follows a pendulum path and deals damage and knocks back opponents that are hit by it.
Defensive: Place an Iron Maiden that when touched by an enemy locks them in for [1.5s - 3s] and deals [X damage per second]. The enemy is immune to other sources of damage for the duration.
I just wanted to start out saying that I think it might be a bit too soon to say whether or not this item needs nerfs/buffs, but I agree with you saying it'd be nice to see some in-depth testing around the item.
You hinted a few times at possibly removing the item from the game, but I disagree with that. The fact that both the philo stone and the contract exist leads me to believe that the devs wanted passive gold generation that rewards two completely different playstyles; offensive and defensive.
With that being said I automatically think that we can't view them in the same exact way. I think we might be looking at contract solely as a starting item (at least in this example). What if we had a game where a team aimed to counter the first-item philo stone with combat items and used their statistical advantages in the early game instead?
The offensive team could keep the philo stone carriers dead (therefore not generating money) while getting money from kills and being one step closer to their own heroic combat item, while the players who bought the philo stone are out 800 gold for an item they can't stay alive to fully (passively) use. This could potentially lead to an advantageous mid-game phase where the offensive team can press their advantage and get contracts (as a slightly later purchase) to snowball their way to victory while they are already one step ahead on their road to heroic gear. As you said, the faster you get heroic gear the better. If that 800 gold gamble doesn't pay off you might wish you had put your money toward the actual heroic item you want.
Sure that may be an ideal situation, but so is a 4 minute round for people who want to play defensive and passively generate gold. I think both items are a gamble with specific counters and they both have a time and a place for their use. Maybe you get philo stone when you're confident your control game will go really well and there's no real threat of dying. Maybe you get the contract when you're getting tons of kills and your team is an unstoppable killing machine. I think only time can tell.
Also I think we need to keep in mind that we haven't seen too much of the game just yet. We had one weekend to play the alpha, and aside from that we only get to see (mainly) 16 people play competitively on a regular basis at this point in time. I don't think that's a big enough sample size to propose nerfs/buffs. If time goes on and we start to see that there is just no risk involved with buying this item, then I would probably suggest they tone down the gold generation rate of this item or maybe look at buffing the contract. I wouldn't want to abandon the idea of rewarding passive gold generation to two completely different playstyles.
I'll be sure to keep an eye on the item though and let you know if I think of anything else.
Hey folks, Bau here. As always, we’re loving the ideas and passion. Keep them coming!
Some additional points to add to the mix:
Relic Running- Relic Running is one of the integral components of Breakaway and as simple a concept as “move the Relic from point A to point B” is, it involves many factors and nuances.
Some key elements involved in the running game:
• Positioning - Proper positioning is just as important while running the Relic as it is in team fighting. Blocking for your teammate, or moving into position to receive a critical pass can mean the difference between winning and losing a round.
• Approaches- Identifying an effective route to the opposing team’s Relay can drastically increase your likelihood of scoring (and can identify critical buildables to take down before you make your approach).
• Efficient Navigation – While moving around the environment, utilize any and all navigational elements available to your advantage. In El Dorado, instead of moving straight up the center, consider moving up to one of the side ziggurats and add the flexibility of quickly being able to slide towards the opposing team’s base, or to the center of the map if need be. Slide whenever possible, and experiment with using “quickfall” (triggering a slide while in mid-air) to get quickly your character back to the ground (giving you access to your Relic Dash if needed).
• Runners- Having one or more players that are comfortable with running the Relic, drastically increases your potential to win a match. Ideally every player should be comfortable with running, but when initially fielding a team, having a strong runner will help immensely.
• Pass for a reason- While passing is a very effective method of moving the Relic forward, proper timing and positioning can drastically increase its effectiveness. Don’t just pass it because you can, pass when it’s to your advantage.
• Communicate-Communication is incredibly important when passing, call out your intended pass before you make it (also call out if you’re available to be passed to). Imagine that you’re Spartacus, in position to make a dive to take out a backline Alona who’s low on health… when suddenly you’ve got the Relic… #FeelsBauMan
This has been the subject of debate: What is the most effective team comp?
While that answer may be easier to identify in a perfect setting, it may be quite some time before your team is able to come together and truly work efficiently and effectively. In addition, some players may only be comfortable playing as, or are much more effective with specific warriors or roles, and as such would decrease their effectiveness when playing a warrior that they’re not as familiar with.
So, another approach to narrowing down your team comp could be to identify everyone’s favorite or most effective warrior, and then build a comp/strategy up from there. Play to your strengths, while identifying, and ultimately working towards addressing your weaknesses. Experiment with team comp variances, to explore options and open up new strategies and possibilities. In addition, identifying potential equipment builds to use during matches (to support your strats), can really increase your chances for success, while helping to mitigate the impact potential deficiencies in playstyle and teamwork.
Something that I’m really interested in hearing:
What do you think would be the best comps for the following general strats, and why? - Running, Team Fighting, Stall/Territory