Shields in 1v1 are just broken beyond repair. Everyone is constantly fighting against this fact (which is, like, why?), so I guess here we go with some
empirical evidence and a 7000+ words sentiment, 'cause I'm sort of tired from sitting on the sidewalk and screaming at folk seeming crazy and all that.
Main points are:
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Felon is horrible and wrong to the core. Shield siphoning is free and the synergy between Felon and Thug is just too damn good. Felon should also not be such a strong flex AA.
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Thug is too good for its cost. Shield recharge it provides snowballs like crazy while being completely free from any e-costs. All that on top of being de facto best assault per-cost.
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Outlaw being nerfed into the ground and its subsequent launch out of everyone build orders shows that shields do not need the unit and are actually better off without it in their composition. Thug-Felon build emergence just shows how good the combo always has been while not being weight down by other units. Who needs a diverse response to enemy threats anyway?
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Failing to dispose of the first Felon in a reasonable timeframe/before it making cost for itself and Thugs almost always results in finding yourself in a loosing position. Shield player can always play for time, while the opponent is strictly restricted in making their move. Shield doesn't inherently need to play good, nor are they expected to not make mistakes. In fact, Shield gets a thousand cop-outs (i.e.: Snitches entire existence, Felons reliability when dealing with sudden air switches or raids, syphon allowing an easy out in case of overexpansion with a shield-ball) and, as long as Shield survives until getting a Thug-Felon composition out, they're not out. Bandit and Snitch provide too much map control. Rogues and Racketeer deny direct confrontation too much.
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All the above requires null to minimal effort.
I would very much like at least one of the below:
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Resolve ticket #4309 or apply a functionally similar change.
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Nerf Thug. Either cost or an e-tax on shield recharge, pick your poison.
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Stop Felons AA-fuckery.
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Ask smarter people, what do I know?
Exhibits:
Current win rate for shields in my WHR grouping for 10+ min games.
[Spoiler]Sorta speaks for itself.
Da Games (which may or may not contain unhealthy amounts of trash talk on my side, I don't remember, do enjoy if they do):
B1038096 2 on DunePatrolRedux v1.0, Hover vs Shield.
[Spoiler] Main argument is how shit hover is against shields. I commit to raiding, @ATOSTIC does not. I commit to reclaim on a reclaim map, he does not. Later raiding is completely nullified by solo Felons due to how slim the map is. Walking through water doesn't seem to be all that bad for shield-ball either. All the engagements fail no less than totally and even TB gets to show how absolutely useless it is. By the time i excess this is a lost game.
B1061303 2 on TitanDuel 2.2, Rover vs Shield.
[Spoiler] Probably one of my better raider games and best conditions to bust open a starter Thug-Felon pack. Too bad, all the matchup requires for you to lose is one mistake, doesn't really matter that Shield got his main raided like thrice or who had better eco. Example of what happens if you forget that failing to kill first Felon is a loss condition, and is the only thing that matters.
B1052144 2 on Scaryland v1.02, Jumper vs Shield.
[Spoiler] Failed at a raider game? No worries, it literally doesn't matter, you can still commit into Thug-Felon and very likely win! To notice: second Felon stopping an absolutely crushing raid because full charge production, stopping second Skuttle (both are sort of on me, but I'll throw them in anyway since both feel cheap); Thugs being viable for stalling vs certain skirms even without support. An example of how quickly the game changes favorites without clairvoyance counters.
B1052218 2 on Fallendell v1.1, Tanks vs Shield.
[Spoiler] Who needs map control when you have Felon-Thug game plan? Getting destroyed by raiding isn't a big concern either. Absolute uselessness of an air switch, the best strategy is actually to ignore it completely and segment shield-balls. Phoenix looks like a good idea, I'll give it that, but I do not think it'll work vs more common double-Felon pushes (i was still practicing builds during this game).
B1052170 2 on Anvilwood v1.1, Amph vs Shield.
[Spoiler] Amph might as well roll over and die when seeing a Felon. Also, Guardian is a few elmos slower than a Felon. How do I know that? You'll have to guess that one. Why? Fuck you @Inde_Irae, that's why. P.S. - old inefficient commander route experiment in this from me IIRC. Still some bull.
B1059667 2 on Anvilwood v1.1, Amph vs Shield.
[Spoiler] Amph rolls over and dies when seeing a Felon. Here I refused to make Rogues, because why not, you still win. First Felons full charge punishes timing assault. Buoy is only useful as a stalling device.
B1060648 2 on Anvilwood v1.1, Amph vs Shield.
[Spoiler] Are you an aspiring polish gamer? Are you doing a highly successful early push and are in the process of winning the raider game? Do you not have clairvoyance to see a Thug-Felon build? Too bad!
B1059612 2 on Intersection v4.1, Rover vs Shield.
[Spoiler] Got the kill on the first Felon? Shield-ball is inevitable, worry not, you are just one bad investment away from being eaten alive.
B1058273 2 on Intersection v4.1, Spider vs Shield.
[Spoiler] Not my best or even a closely winning game by any margin. Blastwing is pretty good response to clumped up Bandit. Mostly here due to late game Redback drop being stopped by a freshly made Felon.
B1060306 2 on Intersection v4.1, Jumper vs Shield.
[Spoiler] You can have the best raiding game of your entire life, and it just doesn't matter. Bandit and Snitch allows infinite map control. Thugs are viable without Felon. I think I've manufactured some interesting Pyro-fighting ideas here while Felons were absent. Immediate air Likho switch is utterly useless and the poor bird doesn't even make cost through the whole game, because segmenting the Shield composition is that easy after Felon opens up the map. Air switch is utterly useless in any shape or form, aside from maybe previously mentioned Phoenix (which will, funnily enough, eat more at your economy than the entire shield composition will by adding a few Aspises).
B1061334 2 on Otago 1.4, Cloaky vs Shield.
[Spoiler] I do not consider this a winning game even without shield bs, but anyhow. You can get Likho, and it might even make cost, but for the same 3 grand you've just laid onto the table the enemy can get a full package of goodies and even bomb you in return. Crawling bombs are unreliable, failed to stun the Felon? Too bad, the siphon is so good it allows it so evaporate ~13+ Glaives without batting an eye while running on ~20% charge. Cloakers are only marginally faster than shield-balls, actually (!) require an energy investment all the while you're forced into defensive position, which is always loosing vs shields. Glaive loses map control to Bandit, because reasons.
One doesn't have to have two functioning eyes (what) to see that there are some specific problematic factories. I think veh factories have a lot harder time vs the bs that shield has become, while factories with access to crawling bombs of any sort have a bit of an easier time (why would that be I wonder). I can maybe dig up more replays (no), but, I mean, how "bias" is this manifesto by this point anyway?
Some small teams example now. I do mostly focus on 1v1's, but might as well throw those in. Note that I do believe that small teams balance is light-years away from MM and shields are at least somewhat better balanced there.
B1060358 4 on Zed 2.5, Cloaky & Tank vs Spider & Shield.
[Spoiler] All being said, same building block for Shield apply here. A positionally failed game, in my eyes at least. There is still an argument of how suffocation just a pure Thug ball feels when containing a high-alpha weapon (in this case troll com). Also, Thugs apparently just don't care about Tremor at a certain critical mass. Ain't that golly.
B1048459 6 on Banana Republic v1.0.1, Cloaky & 2x Hover vs 3x Shield.
[Spoiler] The replay discussion portrays some of my frustrations. It's a full package: air being useless, Lance being useless. You don't need high understanding of the game to win as shields, hell you don't need to move your goddamn army for most of the game. There is nothing scarier in a team scenario than a low WHR player going shields, because you know that you will have to deal with it, because the same low WHR players can't handle it. Meanwhile, searching for a counter you're forced into more and more desperate, unreliable and punishable strategies. Does this cost shield players team a single shilling of energy? It does not.
Thank you for coming to my TED talk.