The #$#!! Compendium of Netrunner Newbie Mistakes

We’ve all done these. No shame in any of them, Android: Netrunner is a complex game! Just collecting typical beginner mistakes here as a handy reference for beginners to look through and go “oooooh, so THAT’S how that works!” and for experienced players to chuckle at and think “were we ever so young?”

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Netrunner Flavour Notes: Seidr

Welcome to “Flavour Notes”, a new fixture in which I don’t talk about mechanics, balance, or anything else that this blog purports to be about, but instead indulge in my appreciation for flavour, fluff, and background. And, ok, a little bit of pedantry. In this installment, Seidr Laboratories.

Having listened to multiple reviews of Terminal Directive cards (by people better at Netrunner than me, which is why this is a Flavour Notes…), I’ve noticed that Seidr Laboratories is being pronounced in many different ways, ranging from “cedar” (like the tree), to “cider” (like the drink). However, though both flavoursome, neither is correct.

 

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Netrunner: Drunken MWL predictions!

It’s the holiday season, and Damon Claus will soon be bringing us new presents (and taking a few away) with a new MWL! Based on what better players than I have said, both in online forums and in interviews (check out Dan d’Argenio here, for instance), and my own (much less well-informed) assessment of the meta, here are my predictions for what changes the New Year will bring to Netrunner! Continue reading

Netrunner: Intervention First Impressions

With many of Netrunner’s most respected players and commentators still recovering from Worlds, I thought I’d step in and write some preliminary impressions of Intervention to distract me from the impending apocalypse. This isn’t any kind of thorough review, just my gut reaction to these cards. Since I’m too lazy to hotlink each card, read them all on NRDB, or just go to your FLGS and buy a pack. Continue reading

Guild Wars 2: Stability as a blueprint for Blind and Aegis

I was pleasantly surprised with last month’s Stability changes in Guild Wars 2. Changing Stability to stack in intensity rather than duration, with each stack nullifying a single instance of crowd control, rather than giving you full immunity to all control effects for its entire duration, was a perfect illustration of why soft counters are better than hard counters, particularly in a fast-paced game like Guild Wars 2, where player skill is supposed to trump build advantage.

Now builds that rely on control effects to either deliver their damage or to stay alive are no longer completely dominated by builds with a lot of access to Stability. Nor are supposedly game-turning skills with extremely long cooldowns, like Lich Form, brutally shut down by a single Corrupt Boon, which takes away the stability and lets you bounce the Lich around like a ping pong.

As you’ve probably figured, I love this new system! Although, as Noah Sky over at AspectGG pointed out, the effects of this change haven’t been that drastic, at least in sPvP (WvW group fights are a whole other kettle of zergfish, and the changes have had a heavy impact there!), the beauty of this new system is that it will let the developers to make far more granular balance adjustments! For instance, the “3 stacks every 3 seconds” elites might be a little bit TOO immune to boon removal for my liking, as stability is reapplied too quickly. On the other hand, Foot in the Grave is still far too weak for a grandmaster trait. Having control over both duration and intensity means these imbalances can be fixed far more easily: you can adjust duration, intensity, number and frequency of pulses. Stability no longer either makes you completely immune or not. Continue reading

Guild Wars 2: Where do Strongholds come from?

So, after over two years of Conquest, we’re finally getting a new PvP game mode in Guild Wars 2, and in the past few weeks we’ve learned a lot about what it’s going to be like. Mid-February brought us an article on the game’s website, and the following day a demo of the new map in Ready Up 28.

More recently, we’ve had a plethora of streamed Stronghold games, played by developers, journalists, and members of the public at PAX East and Rezzed (including a game between WTS finalists the Dankening and Heaven and Earth).

As we know, the win condition will be killing the other team’s Lord, just like in the Guild vs Guild game mode from the original Guild Wars. But ANet’s decision to call the game Stronghold rather than GvG, combined with the presence of NPCs you can spawn to attack the enemy base, have gotten some people worried that the whole thing will be too much like a MOBA. This was especially so with the original announcement at PAX, with the person running Mistpedia’s (since renamed to AspectGG) Twitter account wondered the same, asking:

Even though we’ve learned a lot more about Stronghold since then, this impression seems to have stuck, and I saw a lot of derisive “MOBA Wars 2” comments on Twitch chat in response to the Stronghold exhibition game played during the WTS finals. So the question that everyone looking forward to Stronghold wants to ask is: is it really GvG, or is it a MOBA?

Well, hold on, embittered Twitch commenters, I’ve got an answer for you! Continue reading