« on: April 07, 2015, 06:51:26 PM »
Raven's team (Y U SO DERP) was from a completely different era than old Phoenix Blade. Neither of those existed at the same time. Raven's team was so effective because damage was complete garbage in Arena back then (largely because you were as loud as ever and love nerfbatting everything). As overall damage increased / games got more dynamic, Y U SO DERP's performance fell. It could no longer count on one Polka Polka/Disillusion user to reduce damage, especially with AI stupidity rotating dances / using the wrong dance. The enemy team also losing the occasional Speed point did not cripple the enemy team either, as good teams were still able to apply pressure and ultimately drive Y U SO DERP to a loss. You are exaggerating how much of an impact losing one point of Speed has. Is it bad for that team? Obviously yes. "Damn crippling?" No. At 2 Speed points, on a slow character, sure. But not one. Especially not with Slow Dance, which is 1. slow, and 2. not very reliable. Enemy team losing speed is good if you can reliably control the team with 3 characters against the enemy team's 4. I think that's pretty darn hard to do. I guess you can try it with Mimes, which could work, but they're also in a weird spot cause of meh stats.
Slow Dance and Last Dance fulfill different roles / you build differently according to the dance. Slow Dance is much better suited for the grindy, defensive team. Last Dance is better for a more tempo-y/aggro-y strategy. Slow Dance doesn't make sense for an aggressive strategy cause you're not going to feel the random speed point the enemy team loses, and you're also down a character delivering the beatdown. Last Dance isn't great for a defensive team because it doesn't reliably slow them down, and it's not a permanent change to make your life easier. They do not obsolete each other or make each other redundant in any way.
Also, people put Quickening on both defensive units and offensive units. Defensive units are probably built to be tankier, sure. But offensive units being built tanky? I guess if you count Cursed Ring (you're the one assuming Quickening + Cursed Ring is default setup) as being tanky, which I can see given that they get up faster with more speed and etc. Thieves or Ninjas and tanky don't really match in my mind, though. Also, with these offensive Quickening users, you typically see one, maybe two uses of Quickening, and that's it. Hard to say how much impact those speed points have, especially since it's early, so after the initial Quickening, the rate at which the unit gets it turns is basically constant. 3-4+ Quickenings from offensive unit usually involves Crystals, and if that team is in a winning position, basically irrelevant (cause it's win-more). If that team is losing, then it gets interesting, cause if they win then you can probably say that Quickening played a major factor.
~2 uses of Quickening only gets double turns 1. occasionally, over time, when CT lines up, 2. from units already built to be fast via Speed boosting gear, and 3. only relative to slower units. The fast units (which most teams have) will still be going toe-to-toe in terms of rate of turns.
If Arena does indeed turn into a heavy Slow Dance meta (which I doubt), the only real stall-fests that could emerge are Slow Dance vs Slow Dance. Slow Dance vs not-Slow Dance is interesting because it's unclear which team will prevail (unless one team is clearly inferior). The difference is when the round ends relative to the climax - if aggro wins, it's soon. If Slow Dance wins, it takes a while. Slow Dance vs Slow Dance is the only stall-fest because both teams are going to somehow try to control each other, but then both sides are also getting slower, and it's unclear how they'd win unless it's through Death Sentence... which is probably blocked by at least one unit on each side. =/
Nameless Dance is a perfectly usable dance. Slow? Unconditionally strong. Blind? Conditionally strong, but holy shit it's a problem when it lands on the right unit. Same for Silence, though most people (except me, probably) guard against Silence on relevant units. Oil is the weakest of the four statuses Nameless can inflict, but is still conditionally strong. Even if your team can't take advantage of Oil (though you should try if you're using Nameless Dance), it can randomly disrupt enemy ele-absorb synergies.