So... X-Strike Ultra is super-effective at farming the MP ladder, averaging 6 wins per hour with few matches stretching beyond 6-8 minutes. But, I think I'm alienating pretty much everyone by playing it, and it's certainly not how CH is "meant to be played". 1) Can haz SP farming back? Pretty plz? I'm at a stage of play where CH is simply a pretty spreadsheet, and I don't want to make everyone else suffer through the maximization-of-returns-for-neoncat. ^_^ 2) Obliterating Bludgeon should be dropped to 15 damage. It won't stop X-Strike Ultra, but it'll make it a tiny bit harder. (Actually, everyone will just go triple-dorf-warrior, so maybe this isn't a good idea. >_>) 3) As far as nerfing X-Strike Ultra, the choices are... well... - encourage nimbus-spam, defender's block, and toughness (already kind of happening, is super-boring) - remove all out attack from the game (best option, I think) - drop quick run to length 2 So... yeah. There's a problem... maybe...?
I don't really think "speed" multiplayer builds are an issue. In fact, I think they are a good thing! They force the multiplayer meta to adapt to unconventional strategy. Builds like this help to prevent "dominant build" syndrome like we've had with fireball/draw/control/frenzy/whirl/NS/etc. The closest we have to meta dominating builds at the moment are legend-heavy and thus hard to replicate, meaning the meta as a whole is varied and (relatively) interesting.
Well, it seems like a map change is all that was needed. The current rotation is too confined to get around characters without fly, and it's way too costly to run more than two.
I do think you are onto something... not by eliminating AoA but maybe just put a cap on it. Like double up to 10. yes Oblit + AoA would still be 27 but some characters could survive... What I would prefer is a flat AoA, adds 8 points of damage to any attack (but still 4 points on it's own). 12 point Nimble Strike OH Yeah.