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Post by octaviusmaximus on Oct 6, 2017 12:29:46 GMT
If a faction is extremely powerful in abusing terrain in a game where terrain is a very large factor, that still seems too strong.
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Post by celeb on Oct 6, 2017 12:48:46 GMT
If a faction is extremely powerful in abusing terrain in a game where terrain is a very large factor, that still seems too strong. 100% agree. Cryx' winrate just shows that the balance is abyssmal at the moment. 70% winrate is just a catastrophic statstic. Just to put it in perspective: Other competetive games start to worry about things whjen they go over 55% winrate. Over 60% winrate would cause an immediate nerf to the element. Granted, the sample size is pretty small, but these numbers are worrying, especially since cryx got another 2 strong theme lists. At the moment, I'd rather have Bradigus and EE back from Mk2...
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Post by jisidro on Oct 6, 2017 13:00:51 GMT
The smple size is not pretty small... it's as big as you're going to get without changes.
70% is a lot, it's a big higher than it usually was... low 60%s... But which cmpetitive games are you refering to?
With the theme force releases I, surprisingly, am giving PP a pass on this one. I'm prepared to see how the themes shake things up. Looks like a case of the rich getting richer but theme forces is a known area where players don't get it right at first.
Remember Solos saying Cryx was fine in the beggining of MkIII? Perhaps it wasn't very good but it was certainly playable when you consider the changes that got made and the results they keep having. If I'm not mistaken Ghost fleet was all there minus the theme list and the hellslinger.
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Deller
Junior Strategist
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Post by Deller on Oct 6, 2017 13:04:16 GMT
Coven just did not transition well into the new Mark3 rules. Nothing about them works intuitively. Under the new focus over boosting rules they have the ability to use 3 focus per attack on the ball and shunt up to 15 damage, even though everyone else is limited to one. They're not a unit so they can spread out & take 4+ scenario elements themselves easily since Egregore can score flags & each Witch can individually score separate zones/flags, and don't need to stay in a CMD bubble like Haley3 or the Legion Twins. They've basically been playing with a completely different set of rules from every other caster in the game.
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Post by shonkhor on Oct 6, 2017 13:09:28 GMT
Hi ProfLust: I think it is great that you are taking the time to conduct a proper statistical approach to analysing the WTC data. As I read the comments, the frustration a lot of people are having with your analysis so far is that the question most people are interested in is whether playing cryx (or any other faction) influences whether you win or lose a game in the WTC format, after controlling for factors such as player skill, team skill etc., not whether having cryx on your team once or twice helped a team win a round, or multiple rounds. Therefore can I suggest setting the level of analysis at the individual game level. Analyse win/loss as a binary dependent variable using a glmm with a logit link function (see lme4 if you are using R). Including dummy coded faction identity (cryx vs not cryx; ret vs. not ret etc.) as fixed effects, and playerID and teamID as random effects. Use AIC to select the best supported model – this should indicate which factions had an important effect on win rate and estimate the size of the effect. Oh I've done that. To follow along start here. fivefingers.boards.net/thread/361/world-team-championship-2017-thread?page=12OK cool, not quite what I suggested but it still shows the result everyone here has been asking for: Cryx the faction wins a player moar games (might be useful to post it here too?). As I am sure you are aware, in the linked to analysis you do not include a measure of player skill and team skill in your regression model, so this could be further improved (check out glmms if you have not already done so). Also you did bivariate not multinomial logistic regression. While I applaud you for taking a proper analytic approach and making it clear that headline summary stats like a 70% win rate may not tell the whole story, I think it is disingenuous in this case to dismiss analysis of individual games won because of the team tournament setup. Sure, we have a good expectation that the matchup process and goal of team rather than individual wins might affect the win rate of different factions differently. However the WTC data also has a number of advantages for asking whether one faction is more likely to win given all other factors being equal: 1.) variance in player skill should be much lower than most typical steamrollers; 2.) everyone there is playing to win with what they think are their best possible lists for the format; 3.) the number of unique players is high and each player plays 6 times; 4.) you have data on player and team wins, so these variables can be included in analyses and modelled. As long as the limitations of the data are explained, and the analysis is appropriate, then I do not see a problem. This is not to detract from your team-win analysis, which is v interesting, esp the result of having 2 cryx on a team increasing team wins (I might have missed this, coming late to the conversation, but is this true of other factions too? There were quite a few double Khador). To everyone disagreeing with the Prof re. including player win rate in analyses, I'm on the Prof's side here - we know player skill in an important variable in game outcomes and I cant think of a better way to measure it with the data available. Prof is doing the right think looking at VIF's (variance inflation factors - a measure of how correlated all the variables you are using to predict wins are).
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Post by skathrex on Oct 6, 2017 13:11:36 GMT
If a faction is extremely powerful in abusing terrain in a game where terrain is a very large factor, that still seems too strong. 100% agree. Cryx' winrate just shows that the balance is abyssmal at the moment. 70% winrate is just a catastrophic statstic. Just to put it in perspective: Other competetive games start to worry about things whjen they go over 55% winrate. Over 60% winrate would cause an immediate nerf to the element. Granted, the sample size is pretty small, but these numbers are worrying, especially since cryx got another 2 strong theme lists. At the moment, I'd rather have Bradigus and EE back from Mk2... Depends heavily on the competetive Game you are speaking about. Esports? Yes definately. But they have better numbers and its often easier to fix. Tabletops? Not that I know of TCGs? Not really, Magic has rotations. And everyone who played during the Jace 2.0 era knows they didn't ban anything in T2 Standard. And I agree that Cryx wasn't bad since January, just their player base was a lot smaller and not many people had the models for GF, slowly they picked up steam, but when CID was around they were mostly considered fair and people underestimated the power of Banes and the theme. Goes to show that even with a lot of playtest things can go sideways
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Post by Aegis on Oct 6, 2017 14:55:50 GMT
And I agree that Cryx wasn't bad since January, just their player base was a lot smaller and not many people had the models for GF, slowly they picked up steam, but when CID was around they were mostly considered fair and people underestimated the power of Banes and the theme. Goes to show that even with a lot of playtest things can go sideways On that, I think that one of the problems of CID may be a power level bias. In general, if you discuss in CID a model of a faction perceived as strong, people tends to start with the objective of "not giving another strong thing to a strong faction", and so tend to propose changes aiming to averange-meh models (an example was SoT with Cygnar, were people complained for buffs to a really weak theme and generically sub-par models just because "Cygnar doesn't need more powerful options"). When instead on CID there is a faction perceived as "weak", the general mentality is "let's give it something nice to boost the faction, they need it". While in general I can understand the reasons for the mindset, I think that we should always aim for competitive but not OP models, whatever the faction. The reason is that if you introduce weak models to a strong faction, you don't actually lower its power, you just corner it into the most optimal builds, removing variety. If instead you give an OP thing to a weak faction, maybe it will do a little better, but you will create a situation like beginning of MK3 Circle where a generically not so good faction were inflated by having 2 OP casters (WW and Una2), a situation that is not desiderable at all. In general, both strong and weak factions should get good quality but not OP models, so in the long term the situation would even in an healthy way, with a variety of different competitive options viable for everyone.
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Post by jisidro on Oct 6, 2017 15:20:51 GMT
Wurmwood rant: In WTC 2016 Wurmwood, pre-nerf, achieved a 50.4% win rate. In WTC 2017 Wurmwood, post nerf, achieved a 37.2% win rate.
Wurmwood was a witch hunt.
CID still has a lot to prove, IMO. We have the Storm strider than came out as a midpack BE and is playing as Top BE, top 3 at worst. Not saying it's OP just saying it was grossly undervalued. Bane CID that came out with Dark Host after a slew of "reasonable" and "necessary" buffs... We'll see how Kraye, Trenchers, Minions, Wolds and Northkin turn out.
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Deller
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Post by Deller on Oct 6, 2017 22:50:26 GMT
Wurmwood rant: In WTC 2016 Wurmwood, pre-nerf, achieved a 50.4% win rate. In WTC 2017 Wurmwood, post nerf, achieved a 37.2% win rate. Wurmwood was a witch hunt. CID still has a lot to prove, IMO. We have the Storm strider than came out as a midpack BE and is playing as Top BE, top 3 at worst. Not saying it's OP just saying it was grossly undervalued. Bane CID that came out with Dark Host after a slew of "reasonable" and "necessary" buffs... We'll see how Kraye, Trenchers, Minions, Wolds and Northkin turn out. People Witch Hunt anything that makes them need to adapt the lists they want to bring. Wurmwood shit on the powerful gunlines people want to play, better nerf Wurmwood. Today's Witch Hunt is Deneghra1, despite all of the evidence & data pointing to the fact Coven has been the actual problem within Cryx since August 2016, but since they don't force list adaptation like Deneghra1 who cares. Yea no, a lot of Dark Host's buffs came from people who made suggestions having never played the prebuffed models. Bane Warriors didn't need anything, their UA didn't need anything the second it became Free in theme, Desecrators didn't need to be touched, Tartarus didn't need anything the second he became free in theme, etc. the entirety of the Dark Host cycle should have been focused on balancing Bane Knights & Bane Riders since literally everything else was fine before CID or was overcosted & becoming free. Instead of focusing on Riders & Knights time was split with people testing Battle Engines, we had random thrall changes for some reason, and a week was spent debating the Desecrator, which was perfectly fine & didn't need any changes, something people would have known if they ever actually played it. People in CID need to stop trying to turn CID cycles into "how can I get the most models included in this cycle for buffs?" and start focusing more on the initial models included. There was literally no reason to throw Kraye into the Gravedigger cycle. He's not really designed to play in the theme and all of the focus on him took a lot of time away from the initial models proposed in the CID to the point that Long Gunners never actually got looked at or really tested at all.
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Post by jisidro on Oct 7, 2017 1:03:49 GMT
I vote for Deller.
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marke
Junior Strategist
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Post by marke on Oct 7, 2017 5:23:16 GMT
So far CID hasn't done much for the players it seems.
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Post by octaviusmaximus on Oct 7, 2017 6:22:21 GMT
So far CID hasn't done much for the players it seems. This seems completely false. Cid has been exceptional for players.
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Post by Azuresun on Oct 7, 2017 7:44:58 GMT
People Witch Hunt anything that makes them need to adapt the lists they want to bring. Wurmwood shit on the powerful gunlines people want to play, better nerf Wurmwood. Today's Witch Hunt is Deneghra1, despite all of the evidence & data pointing to the fact Coven has been the actual problem within Cryx since August 2016, but since they don't force list adaptation like Deneghra1 who cares. The problem is that "list adaptation" often translates to "if you don't devote a list in your pair to dealing with this, GG." That's the place that Wurmwood (and Caine2 and High Reclaimer and una2) was in, and it's the place that D1 Ghost Fleet is in right now. The question isn't "is this list unbeatable", it's "can a list not specifically built for this challenge have a decent game?"
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marke
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WTC Stats
Oct 7, 2017 10:30:53 GMT
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Post by marke on Oct 7, 2017 10:30:53 GMT
So far CID hasn't done much for the players it seems. This seems completely false. Cid has been exceptional for players. Huh? How? Many players perceive the game balance not very good. I don't see how the changes and the process is helping players at all in the long run. Its helping the company for sure though. Right now if being for example an "old school" Cryx player, you're required of heavy investments to have chance of succeeding. Battle Engine, double Braiders, double Bwarriors, Revenants, actual heavy warjacks etc were not something people would've owned 1+ year ago unless for specifc niche lists. There sure was Lich2 banes, skarre1 knights and denny1 mercs, but outside of that.. So what they might have are 30 bane knights (7€ a pop) collecting dust. Secondly, if you're not a Cryx player you're facing a similar situation, but on top of that you have to prepare a list for that match up (as pretty much was in mk2). How have the things gone for the better? Meta is really skewed at the moment, playing is as expensive as ever and people are quitting or taking breaks. How is this better than PP doing the balancing themselves? Deller's post pretty much nailed what has happened, and I'm genuinely afraid will continue to happen. I'm not even going to start how awful this is for new players who are starting with a "ready" meta. Bye bye 600€ or so. EDIT: To be perfectly clear, I'm not saying this is the fault of CID. I just don't think CID has been effective in dealing with balance problems or concerns with investing in the meta.
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Deller
Junior Strategist
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Post by Deller on Oct 7, 2017 10:36:00 GMT
People Witch Hunt anything that makes them need to adapt the lists they want to bring. Wurmwood shit on the powerful gunlines people want to play, better nerf Wurmwood. Today's Witch Hunt is Deneghra1, despite all of the evidence & data pointing to the fact Coven has been the actual problem within Cryx since August 2016, but since they don't force list adaptation like Deneghra1 who cares. The problem is that "list adaptation" often translates to "if you don't devote a list in your pair to dealing with this, GG." That's the place that Wurmwood (and Caine2 and High Reclaimer and una2) was in, and it's the place that D1 Ghost Fleet is in right now. The question isn't "is this list unbeatable", it's "can a list not specifically built for this challenge have a decent game?" Wurmwood only required a devoted drop if your primary list was a gunline. The only people in my meta who struggled hard to answer him played Cygnar or Ret. Caine2 was only a problem for a handful of factions, like Cryx, who only had a couple viable builds that he completely dumpstered. With the advent of themes, PP could probably revert his nerfs & nobody would notice now that most factions have a theme or two that utterly wreck him. High Reclaimer's nerf was less of a nerf & more of a bug fix. He's basically exactly the same as he's always been, and has largely disappeared due to all the Ghost Fleet tech that catches him in the crossfires. Literally the only model you've listed that actually needed the nerf they got was Una2, because PP purposely removed all abilities like her original feat from the game in the transition, yet somehow thought it'd be okay on her. Yes if you want to be competitive at the highest level you need to devote your lists to dealing with the meta problems. In fact why would you not dedicate all of your lists to doing this in a competitive setting? Why would you think in a meta dominated by Haley, Deneghra, Fyanna, Coven, Karchev, Vlad, Amon, Vyros, Wurmwood, & Issyria you should be playing lists that aren't good into these lists. There is always going to be a group of top lists in the meta, that you need to dedicate yourself to beating. Always, there never hasn't been. Nerf some of them out of the top like Una2, Madrak2, & Caine2 and watch as they're simply replaced by new "OP BS" they just didn't exist previously because the old "OP BS" was keeping them down. If you think nerfing Deneghra1 Ghost Fleet out of the meta is going to mean you are no longer going to need to bring a list specifically built for a specific challenge to have a game you've got another thing coming, because somewhere out there there's just another meta oppressive list that hasn't emerged because Deneghra1 is keeping it down, just like Caine2 & Ossyan were keeping her down, and just like Wurmwood was keeping them down. The meta will always have its oppressors that dictate what's good, you will never change that.
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