Domovoi

Warper is Busted

Jul 14th, 2018
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  1. Warper is busted and you should ban it.
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  3. Unlike other Combat classes, however, Warper does not have an obvious contribution to damage output. Instead, its power lies in two major areas: accuracy fixing and hard defense.
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  5. [Warper]: The base feature for Warper grants Probability Control, which is an idiot-proof method of accuracy fixing. At low levels, where +Evasion is relatively low, the chance that an attack hits is significantly higher than the chance it misses, so any given reroll is more likely to turn into a hit.
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  7. At high levels high where +9 Evasion is not only possible but relatively common, attacks are essentially reduced to coin flip 50/50 scenarios. However, due to the abundance of +Crit, the way this really shakes out is that 1-10 is miss (50%), 11-13 is normal hit (15%), 14-20 is a crit (35%). The likelihood that you hit and crit is actually higher than just hitting normally when dealing with high Evasion targets, provided your Crit is +4 or higher (easy to do).
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  9. Further, Probability Control lets you affect ANY ally, so if Bigcrits the Sniper misses, you can give him a 1/3 of instead popping off, once a scene. Probability Control is strong as hell and makes Warper worth dipping even 1 feature deep.
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  11. [Space Distortion]: Teleport and Ally Switch are both examples of hard defense, the applications of which I hope are fairly obvious. Being able to routinely decide that actually that thing didn't happen is good. Ally Switch can be cheesed a number of ways ranging from the mundane (switch into Motor Drive/Flash Fire), the cute (switch into Metal Burst/Bide), and the excessive (switch into Shedinja).
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  13. Teleport also provides a Teleporter 4 movement speed. A lot of people don't seem to understand how Teleporter works, but it has exactly two rules: you must have line of sight and you must end on a surface. That's it. You can teleport through a keyhole or through windows with no issue. You can teleport onto a bird. Teleporter obviates both in combat and out of combat obstacles, and can by itself make stealth obsolete.
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  15. Oh, and anything with Teleporter can't be Grappled. Not that Grapple should really ever be an issue, but it's not even an option here.
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  17. [Warping Ground]: Trick doesn't matter because Held Items are boring and usually aren't worth stealing. Gravity, however, is more accuracy fixing. It combos nicely with Probability Control (lowers miss chance, raises hit chance) and while it makes combat more dangerous for everyone, Warper has Teleport and Ally Switch, so it's not like they're worried about getting hit. When applied judiciously, Gravity turns battles into more extreme versions of the rocket tag they already tend to be. It's a powerful field effect, but it isn't Weather so bad players don't like it.
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  19. [Strange Energy]: Ah, yes, another hugely undervalued Warper feature. Magic Coat should be self-explanatory. Simply by having Magic Coat, Warper basically never gets targeted by Status Moves, because once a day they'll just make the enemy Hypnosis/Curse/whatever themselves. You wanted to use Status Moves on an ally instead? Sorry, I Ally Switched with them and then used Magic Coat, too, because that's how those can interact.
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  21. Heal Block turns off healing. Like Grappling, this (usually) isn't a major strategy, but Warper makes sure that it can never be fielded at all by keeping a hard counter in the back pocket.
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  23. [Farcast]: Unnecessary, but fun. For when you really gotta go fast (right past something the GM wants you to fight, but good luck I'm Teleporter 12)
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  25. [Warped Transmission]: Gives -3 Evasion and is the only AP dump. Ultimately unnecessary, because Gravity has turned AC2 into AC0 and also you could easily be flanking any of the affected targets. But, more accuracy fixing.
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  27. [Reality Bender]: Pure fluff. No, you can't use it to determine that the binary outcome of 'does or does not die from my next attack' ends up killing someone. Bad players tend to zero in on THIS feature as being too powerful when its best use is actually generating items. This is by far Warper's weakest feature and it is still better than all of Capture Specialist because at least Warper's Pokeballs are FREE.
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  29. Hopefully you can start piecing together why, exactly, Warper is considered so powerful. In a game that rewards consistent damage, Warper has the power to make ALL damage consistent, except that actually it only lets ally damage be consistent by giving out rerolls and flat out denying incoming attacks. It removes indirect, stall, and status-based strategies from the board entirely, which causes no end of GM frustration. Played poorly, Warper contributes more than most support classes just by popping Probability Control and teleporting into places they shouldn't. Played well, Warper dictates much more of each individual round than any other class.
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  31. Ban Warper, report Warper players, and hide Warper apologist posts.
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