6 hours ago, ExplodingJoe said:Its about trying to go around all the stances. No one wants a non-duelist to get into water stance safely in the first turn. No one wants someone with high air to be able to hang around in their best stat with a defensive advantage. You really don't want people to corner you and take fire stance, since it contains most the really dangerous techs.
Earth doesn't win by default, its a safety net that your opponent can exploit. Catching someone out of Earth isn't an auto-crit, its an opportunity that's challenging to capitalize on in early game.
Never mind the fact that a lot of other families don't want to be in earth just for the protection, they want to be there cause it's often tied for best ring. If you can't stay in a ring that keeps three dice, good luck reliably hitting an Air based build with opportunity left over. I really just don't care if Earth sounds pivotal in one situation, because all rings are pivotal in one situation.
earth is pivotal most of the time. it makes you immune to a lot of nasty stuff. so if you have a high earth, you roll lots of dice and are immune to lots of things.
sure, you are not as offensive as fire. but being immune to most crits and conditions, is probably worth it in all kinds of situations (on top of being genuinely unfun for people trying to do stuff to you. its not like "its more difficult to" as air stance does. its literally "you CANNOT").
if its fine with you, then all good. but I cant wrap my head around liking what earth stance does.
as is, earth is too, radical. for me (thats my opinion ,i'm not the only one with this opinion though it seems). but yeah, we don't need to argue about it. i'm trying to find way to make earth less strong, you are saying it is just fine.
making it: "must pay 1 xtra opp the first time they spend opp to to inflict condition or critical strike on you during a round, at Rank 4, increase this cost to 2 opp " is as good as air in my book. making it more challenging but not downright impossible. remember, opportunity are only 1/3 of the dice's result and successes are about 1/2 (these are not exact numbers, but more or less). so that +1opp really makes it difficult to gather enough opportunity if you still want to succeed.
Edited by Avatar111