What Doesn't Kill You ruleset in Splinterlands - so my unit got enraged, did it make any difference?

So, yes folks! We are in another week of what once has been the booming lands of the Splinterverse! But seasons change. It is (crypto) winter and nowadays anyone is looking for liquidity. So it seems things are for Splinterlands, too. Therefore the land feature gets delayed (again) and the tower defender's game gets delayed (still). You might guess the reason is that releasing (and selling) Rebellion packs instead brings new liquidity within the company's reach.
But my opinion is if this is what is needed to ensure survival of Splinterlands... be it.

Let us have a look at the week's ruleset, instead: "What Doesn't Kill You"

For a long time this ruleset's title is not as self-explainig as those titles before, so here is the fineprint: "All units gain the Enrage ability which multiplies their speed and melee attack by 1.5x rounded up.

The attack multiplier only affects melee units.
Units with Inspire will increase your melee attack; Demoralize will decrease your opponent's melee attack."

So one should expect melee attacks to be favorable.

But let's see in this battle:
https://splinterlands.com?p=battle&id=sl_eb3985054b737da66ba5704987a044da&ref=jdike

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With only 2 melee units on each side it does not seem like neither me nor my opponent paid too much attention to this ruleset. Still one has to say that the key units (Diemonshark and Deeplurker) got the option of having their attack power enhanced by this ruleset.

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So we are still in Round 1 and both Diemonsharks got enraged, already!

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What was the effect of enragement? -Both Diemonsharks got a bit more of melee power and some initiatve boost. While the melee boost had not much effect, the initiative boost did some good and a lot of ranged attacks missed both Diemonsharks. However it was about time to say goodbye to the Diemonshark units.

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Fast forward to Round 7: My lineup seemed quite intact with regards to firepower. But if my Deeplurker would leave the board, one by one my ranged attack units left would then find themselves in front row and cease fire. So how did it end?

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Find the decisive moment above. With 1 health left on my tank unit, my other units took the opponent's Deeplurker off the board and his Kulu stopped attacking.

So what is my concluding observation? -I think "What Doesn't Kill You"-ruleset does not empower melee units more than other units. It might have been different if there had been a high health melee unit present in this battle, but that was not the case here. And I would guess this is true for a lot of my readers' other matches, too.

Instead I think and that would be the conlusion of this review: It weakens ranged attack units because all the other units get higher initiatives and thus ranged attacks miss more often.

You are still not into the Splinterverse, but you consider joining? -Consider using my sign-up link, too: https://splinterlands.com?ref=jdike



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