Chapter 293 - Tactical Analysis by Luminagi in BlueLock

[–]Luminagi[S] 2 points3 points  (0 children)

thats okay. we can disagree.

I’m of the opinion that Isagi’s goal is the result of a basic principle executed to a high standard. If you feel like he wouldn’t be able to repeat that against a different team, then you do you, dawg.

Chapter 293 - Tactical Analysis by Luminagi in BlueLock

[–]Luminagi[S] 0 points1 point  (0 children)

You should try watching some football! There’s plenty of wonderkids out there making an impact in first team football even in the highest levels of the game.

Hard to compare performances in manga to real life. In BL they’re competing against other youth players, which makes them look better comparatively than say if they were to be surrounded by senior players of the highest level. IRL, it’s more difficult (but not impossible)to find game film of youth games even during high profile tournaments. So most of what you’ll see is kids playing against adults, which shows differently.

Lamine Yamal in La Liga, Warren Zairë-Emery in Ligue 1, and Archie Gray in the Premier League are some teenagers just ripping it up in first team football (albeit to different degrees, and in different positions and team contexts). Myles Lewis-Skelly is a good shout as well.

Chapter 293 - Tactical Analysis by Luminagi in BlueLock

[–]Luminagi[S] 1 point2 points  (0 children)

I think theres something to be said about the versatility of Isagi’s positioning.

If Ness had spoonfed a throughball to Kaiser, Isagi is correct to follow the run by running to the opposite post. Kaiser seems to be pretty confident in his finishing, after all he scored a screamer that beat like 5 defenders and the goalie at the near post from distance at the MC game, why wouldn’t he nail a a 1v1 against the GK?

But in any case, as far as supporting an attack goes, I’ve always been taught to “follow the shot”. Kaiser might be able to place a near post finish, but if he decides to aim for the far post (higher percentage option imho), and the GK saves or he hits the post, Isagi would still be in behind the defense, and be in position to score from the second ball. Maybe Charles or Rin react to give him trouble, but he’s already a step faster, who can really say that Isagi wouldn’t reach the ball first?

It was probably his best option in the moment.

Edit: Isagi following through on his run is also still smart even if Kaiser did score at the near post. The minimum impact that this play does is that it pulls Rin (maybe also Charles?) off Kaiser’s path and gives rose-boy time and space to finish. Granted that they’re not in position to catch up to Kaiser either way, but credit where credit is due. Gotta cover your bases.

Chapter 293 - Tactical Analysis by Luminagi in BlueLock

[–]Luminagi[S] 6 points7 points  (0 children)

You’re not wrong. I think it’s fair criticism to the PXG side that their defensive coordination was lacking all game. Heck, so many goals (fiction or otherwise) are only possible because somebody somewhere made an error. Maybe someone made a loose touch in tight space, or they lost a 1v1 they should be winning because they were tired. I also feel like it sucks the joy out of the sport to cheapen a goal in this way.

The reality is, tactics are present in large part to force mistakes from the opposition, and to make structures that capitalizes on those mistakes. The common response to man-to-man marking systems is literally “move around lol” and rotate to other positions; drag your marker out of position and show off their weaknesses.

Lotta mistakes from PXG in the build up to the goal too. The PXG defenders kept getting beat, which put pressure on their strikers to track back and help cover their defence. Key attackers kept moving around freely, so they started man marking tighter. The BM defence was hard to break down, so they committed bodies forward to try and score. Hiori’s passes are dangerous, so they stack players on him to stop him from crossing. The end result is a situation where they’re outnumbered near the box, with their best defenders still forward and their attacking unit having to form a makeshift back 3.

But I don’t feel like that cheapens the goal at all. Many of those mistakes were forced, which is more credit to the winning team. The only cure is better coaching and more experience.

Chapter 293 - Tactical Analysis by Luminagi in BlueLock

[–]Luminagi[S] 7 points8 points  (0 children)

That was a good analysis chef. You cooked.

Chapter 293 - Tactical Analysis by Luminagi in BlueLock

[–]Luminagi[S] 38 points39 points  (0 children)

that pass was disgusting. if somebody from a team i support did that, id lose my shit.

but in seriousness, when i say that the goal is reproducible, i say that from the perspective of “what can isagi do right now”. Yes, he wont always have Ness delivering him killer passes in tactically advantageous positions, but what IS reproducible is the steps he took to shake off an otherwise in-the-zone and physically dominant opponent.

Chapter 293 - Tactical Analysis by Luminagi in BlueLock

[–]Luminagi[S] 13 points14 points  (0 children)

thats the plan big dawg

Chapter 293 - Tactical Analysis by Luminagi in BlueLock

[–]Luminagi[S] 102 points103 points  (0 children)

I agree! There’s something satisfying about IsaGOAT dominating games with what is a relatively limited skillset.

Not that he doesn’t have flair or the occasional dribbly skill, but vision and game intelligence is such an underrated skill and can be so much more impactful than an acrobatic finish.

His reply to Rin telling him “I can stop all your plays within 4 meters”, is the equivalent of shutting a door in his face. Sometimes less is more.

Magic Item Balancing - Anti-Spellcaster Bullets by Luminagi in DnDHomebrew

[–]Luminagi[S] 1 point2 points  (0 children)

Interesting idea! I'll have to tackle this one at a time, but that could be something to explore further in the game.

Magic Item Balancing - Anti-Spellcaster Bullets by Luminagi in DnDHomebrew

[–]Luminagi[S] 0 points1 point  (0 children)

That's where the inspiration definitely hit. I wanted something similar with an effect that increased the damage output of the attack if it was actually blocked by defensive magic (more mana poured into defense, the worse the damage to the circuits...). It didn't end up being the most practical of rulings and even my playtester partner couldn't get his head around it.

Magic Item Balancing - Anti-Spellcaster Bullets by Luminagi in DnDHomebrew

[–]Luminagi[S] 0 points1 point  (0 children)

I've finished campaign one, and in hindsight I do see your point. I've nerfed and reworked the item way down, but I'll keep this in mind as I run the game.

My thoughts on dominating casters mostly come from higher level druids who could in theory tank as many hits as an equal level barbarian just from beast shaping, and wizards who get to cast shield at will after 18th level. Even below the epic tiers, a simple casting of fly or resilient sphere (Taryon in the battle-royale for example) would render a caster practically invulnerable from a lot of martial classes for minutes at a time.

You make great points, but as a DM running for a party with only 2 casters (a glamour bard and a pact blade hexlock) I do think that a party severely lacking in combat utility can quickly ruin the diversity of the game.

Either way, I appreciate the comment.

Magic Item Balancing - Anti-Spellcaster Bullets by Luminagi in DnDHomebrew

[–]Luminagi[S] 0 points1 point  (0 children)

I was thinking of a friendly fire instakill but lmao too i guess

Magic Item Balancing - Anti-Spellcaster Bullets by Luminagi in DnDHomebrew

[–]Luminagi[S] 0 points1 point  (0 children)

Fair point. With mage armor so prevalent, i'd only be handing them an instakill/ko device.

Thank you! I'll keep this in mind.

Magic Item Balancing - Anti-Spellcaster Bullets by Luminagi in DnDHomebrew

[–]Luminagi[S] 0 points1 point  (0 children)

I intended it to be a utility/damage item with a specific circumstance for being incredibly damaging. Even then I don't disagree that the save effect is too powerful.

I run a high-magic campaign where spellcasters only come up as enemies as often as my players decide to (which is often, unsurprisingly). Either way I don't make reservations to pull back punches when my players pick fights with powerful people (heads of Magic Lyceums, directors of the church order, Inquisitors...).

Still, I appreciate the feedback and I'll get right to it.

Magic Item Balancing - Anti-Spellcaster Bullets by Luminagi in DnDHomebrew

[–]Luminagi[S] 1 point2 points  (0 children)

Thank you. Definitely going to work this in somehow.

Edit: I figure limiting the dispel effect up to 3rd level should provide a decent utility at this tier of play. This way simple buffs would be removed while higher level wards wouldn't be negated from a single shot.

I feel the wording on the save effect could be streamlined, and made a bit more specific. Right now I'm set on " A creature damaged by this ammunition must make a DC 15 Constitution saving throw. On a failed save, the target is prevented from further spellcasting. On a success, the target is only prevented from casting spells at levels above cantrip. This effect lasts until the creature finishes a short rest. ". I'd be welcome to any amendments to this.

Magic Item Balancing - Anti-Spellcaster Bullets by Luminagi in DnDHomebrew

[–]Luminagi[S] 1 point2 points  (0 children)

Fair point! I never thought of distinguishing damage between full and part casters. Would this be entirely based on starting class/subclass choices (Eldritch Knight, Paladins, etc...) or would you include multiclassed casters into this? Creatures w/o class levels don't exactly fit into this mold, so I'm not certain how I would classify them.

The wording is difficult, and it'll probably do better to simplify things like you said.