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Slothrop last won the day on February 9

Slothrop had the most liked content!


About Slothrop

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  1. Slothrop

    vGutter card shown

    Just as an alternate perspective, vGutter is fun for me cause she makes me feel like Ox is a viable captain at top level play, and Ox is one of my favorite captains. She's fun cause she lets me have fun
  2. I'm at the con right now so can't type too much on my phone, but I appreciate the shout-out. FWIW I agree with everything that Niclas @Warpstoned said. I still don't think Butchers are top of the pile by any means, but they're not nearly so bad that you can't win with them. I think they reward good understanding of fighting in GB, particularly the knowledge of what specific kills will stop you from getting killed immediately afterwards. About the idea of Butchers as the prime fighting team, I think most of my Fillet wins have 2 goals and all of them have at least 1. It's not so much because Fillet or her team are god-tier strikers (they're good but not great) so much as I think a good Fillet gameplan involves splitting opponents' models across the map and forcing them to chase Fillet into the back field, where she and her team often end up getting opportunistic goals. Fillet's 5+/0 defenses with Swift Stance available is also a huge deal for the team and players often misallocate attacks trying to kill Fillet inefficiently. I think Butchers' biggest weakness is kicking off versus control-y teams like Alchemists or Engineers. Not unwinnable but damnably hard for sure. I'm still learning with the team so I don't have a great answer atm.
  3. I don't intend to invalidate your feelings on the game here, but your example situation isn't really the whole story. A player can spend momentum to clear conditions on themselves if they haven't already done so or healed themselves on their own activation, so if Obulus gets that 3.1% knockdown counterattack, in most cases all he's done is spend one momentum to make his opponent spend one momentum. It's barely an impact on the game at all most of the times that roll goes off. Obulus is, no question, one of the most difficult models in the game to pin down and attack, and for your opponents I'd recommend just avoiding attacking him until they feel more confident in larger strategies to bait and kill him, but the KD result he has has almost nothing to do with how slippery he is. I'd also disagree that GB necessarily lends itself to sloppy play, but that's mostly down to my personal experience, and most of the people in this thread talking about sloppy play issues are people playing in communities I'm not a part of, so I wouldn't be surprised if their experiences and interpretation of social contracts differ. I DO agree though that the high level of counterplay and call-and-response play in Guild Ball, which I consider one of its best design strengths, also lends itself to aggressive clock clicking unfortunately. Just thoughts. I'd stick to it for a bit longer if your main issue with the game is being screwed over by dice. Most things in the game have lots of counterplay options both at macro/strategical and a micro/tactical levels.
  4. I don't think anyone here is really disagreeing that the tournament scene for Guild Ball is great when you're "in it," or saying that competitive players are a bunch of super-serious assholes. Pretty much everybody who's ever been to a tournament has great things to say about the community, and that seems to only get stronger as you go deeper into the scene, eventually making it to Worlds or WTC or whatever. The issue that this thread started with seems to be the part about GETTING there. I'd say that Guild Ball is an incredibly interesting, inviting, and satisfying ecosystem for a player at the top 40-50% of the curve in terms of investment and/or skill. But everybody pretty much starts at 0%, so... that's not a great look for the game's longevity. I don't really think that telling these players to "stick with it and git gud" is useful; new players don't want to be told to keep playing for some reward a year down the line, they want a reason to continue playing NOW. This is a hobby, for god's sake. How to get new players into Guild Ball and keep new players dedicated to Guild Ball long enough to see the parts of the community that are best is a crucially important question, but it's tough. Huggy has good ideas above, but not every community can be blessed with a great teacher/demo-er for new players. I try to avoid playing new players too, because it's hard for me to "turn off" when it comes to Guild Ball, and I think that's a problem shared by most top players. Casual formats do help with that in my opinion, and I think a lot more of those types of events should be run; it's a lot easier to shrug off the competitive drive and fuck around when you're playing doubles. A problem with that solution, though, is that some of the alt formats just flat suck in my opinion. Does anybody REALLY enjoy Homelands? I sort of like thinking about it until I remember that the Skaldic team is just flat, no-question the best team in the format, and then I forget about it again. More action-packed, fast-paced formats would be welcome, but how much the dev team can and should dedicate to that is an open question. Different regions have different problems in this case too. The UK has typically had dramatically more events than any section of the USA of similar size, so I think for the UK more casual events where top players are encouraged to play but relax is a good direction. But in the USA, we struggle to have enough events (and big enough events) to satisfy the dedicated players. More casual events would still be useful, but as a competitive player I'd be pretty frustrated if my already-inconsistent tournament selection got overrun by Dodge Ball. Other than, again, the arrival of a super energetic and patient teacher, I'm struggling to come up with a direct solution I can help implement that satisfies the community AND grows it, while also (hopefully) being at least sort of fun for me. I think Steamforged is to blame here as well. About a year ago everybody was hyped for the Season 3 changes, trying out new stuff, finding good plays and bad plays, and generally the established community was gushing about the game. I don't really think the game has gotten worse—in fact I think it's better than it was then—but it's hard to get hyped with such a dramatic change to the game notably missing. I think Season 4 happening sometime around now would have been good, or at least a patch involving buffs to most guilds' least-played models like Venin, Bonesaw, VetSpigot, Locus, etc. Compound that lack of excitement with the weird uncertain place metal teams are in right now regarding their sale and relation to the plastic teams, and the fact that of the four currently available plastic teams, one might get you shamed for playing them and another is considered maybe the most complicated guild to play in the game, and it's pretty hard to figure out exactly where to point a new player's money. The wiki idea is a great one and if one starts getting built up I'd happily help add some tactica/tips for parts of the game or specific models. Maybe a more honest and direct pitch for Guild Ball would be good too. Is there something so bad about being THE competitive miniatures game? If you want fair fights, rewards for skill, and a deep tournament scene, come to us.
  5. Hey! We got the goods for you today! This episode we host Jamie P and Mat Hart on the 'cast to talk about PELAGE! We are the first place to reveal Pelage's entire card, so this cast will be especially interesting for Morts coaches and aspiring Ratcatchers. Take a listen and let us know what you think about Pelage--personally I think she looks at least pretty strong in Morts. http://strictlytheworst.libsyn.com/episode-34-the-gang-hosts-an-interview You can follow the cast here: Twitter— https://twitter.com/strictlyworstgb Facebook— facebook.com/strictlytheworst You can follow the individuals here: Alex's Twitter — Bottsontop.online Pat's Twitter — Scum.online Vince's Twitter — https://twitter.com/TheCurkov Vince's YouTube — Shortened
  6. Slothrop

    NEW OPD (15.12.17)

  7. The seasons don't fear the reaper! What is UP WITH IT forumites we have a new podcast for you right here: http://strictlytheworst.libsyn.com/episode-31-strictly-the-best The boyz talk about SteamCon US! We go over the competition, the streaming, the atmosphere, and more. Take a listen and hit us up with any comments as always. Thanks for being great You can follow the cast here: Twitter— https://twitter.com/strictlyworstgb Facebook— facebook.com/strictlytheworst You can follow the individuals here: Alex's Twitter — Bottsontop.online Pat's Twitter — Scum.online Vince's Twitter — https://twitter.com/TheCurkov Vince's YouTube — Shortened Link
  8. Slothrop

    Idea for Thresher Change

    It must, I haven't done the numbers other than Masons, which start at below 50% and stay there without their best players. Maybe shouldn't have mentioned it at all, I guess my point was more @Warpstoned's, that it simply isn't enough data alone and there's a lot of good reasons why these two SteamCons alone shouldn't be the basis of a huge decision.
  9. Slothrop

    Idea for Thresher Change

    It was already posted in this thread, but worth mentioning again that if you remove Shane and I from the pool at SCUS, Farmers had a winrate below 50% over the weekend. Even if they need a nerf, the argument that they automatically win an event in anybody's hands is not consistently upheld by evidence. And even if qualitative arguments are persuasive, I really don't think there's enough data yet on them to build something meaningful out of winrate alone.
  10. Folks, I certainly won't stop people from complimenting me, but I promise the disclaimers aren't necessary. As far as I'm concerned, if you are taking a tournament seriously, it's up to you to make what you see as the best decisions, including choosing the guild that will work the best for you specifically and the game generally. In this case I decided that Farmers were both very strong and up my alley in terms of playstyle so it would be stupid for me NOT to play them. I'm proud of how I practiced and how I played and think it's perfectly natural for the winner of a big tournament (especially someone who had to go through a three-day gauntlet) to most likely be playing one of the two or three best guilds. I promise my feelings aren't hurt. Thanks MWWG for the interview!
  11. Slothrop

    Idea for Thresher Change

    This isn't meant as an argument for or against Thresher's power level, but 8 models with a single captain is literally the maximum extent of diversity for the minor guilds. We haven't seen them yet, but if SFG is being serious about them being competitively viable (and I'm sure they are) then you're going to see 10 or 11 captains where you have to say what I quoted above. Just a thought.
  12. Slothrop

    Idea for Thresher Change

    Haha, I wish I could claim this achievement but Vince and Shane lent me most of the models I needed so I only had to paint two Saturday night. I'm a fraud! On the thread's topic, I hope it came across in the interview that I don't think Thresher is unbeatable, just a bit above the curve. I'd personally hate to see people feeling totally helpless, even if a nerf is coming it is still worth learning to play with and against Thresher in his team's current state. And, as food for thought, Tim W and Chris Metz are both pretty convinced that Grange will be discovered as clearly the better Farmers captain choice at top levels of play after a few months of experience. I'm not sure I agree, but it's worth noting that not all top players are in agreement as to Thresher's team's power level or the requirement of a change. Thanks everybody for the kind words, regardless
  13. Slothrop

    GIC General Theory Thread 

    I dunno, card sounds pretty fun to me. Dropping the ball to avoid losing it while going in for momentum is cool. Ditto to the slightly better ability to chase down "killed" balls or recover from a KD depending on scatter. If Morts players figure out good ways to use this to avoid dice penalties and such while passing or shooting I think it'll be very strong, but even without practice the potential increased kick ranges are a nice little buff to the Mort ball game. Also the interaction in a mirror match of Puppet Mastering an opponent Mortician to pass a ball near them is goofy. Not important, but goofy.
  14. He's more #content now than man. His mind is twisted and evil. Hey guys! Over the past week we released two episodes of Strictly the Worst. The first one is on personal improvement, acting on hindsight, and what the three of us have to do to git gud before SteamCon US: http://strictlytheworst.libsyn.com/episode-27-wiki-races And the second one, released today(!), is about Thresher, the upcoming ATC in January, and tacos: http://strictlytheworst.libsyn.com/episode-28-football-episode-1 You all got two episodes chock full of #value, #content, and #opinions because we needed to reset our schedule to alternate weeks with Vince's YouTube channel. We're now back on schedule! Take a listen to both and hit us up with your opinions and responses below. As ever, thanks all of y'all for listening! You can follow the cast here: Twitter — https://twitter.com/strictlyworstgb Facebook — facebook.com/strictlytheworst You can follow the individuals here: Alex's Twitter — Bottsonbottom.online Pat's Twitter — Scum.online Vince's Twitter — https://twitter.com/TheCurkov Vince's YouTube — Shortened Link
  15. Hey, if a model is pushed, dodges, or jogs onto a marker that isn't destroyed by that action (e.g. a Harvest Marker), and their movement over said marker ends, do we still use the rule of least disturbance? Someone found this ruling: Which seems to indicate the Rule of Least Disturbance applies. Are we to understand, then, that a Farmer could use a 1" push to push an opposing model ~1.5", by pushing them such that after 1" of movement they are more than halfway across a harvest marker? Or, as another example, can Grange use Huge Tracts of Land to place a harvest marker centered about 4.99" in front of him, and then walk directly toward and across that Harvest Marker, such that the Rule of Least Disturbance makes his total Jog distance ~5.5"? Would appreciate specific answers for both Advances and Repositions, in case they are different, please!