cctobias wrote:Davion Fuxa wrote:For Beginners starting out a Movement Infusions should best be used to supplement a character along with a Wild (or Status Removal Offensive Rune) but not replace it.
There, rephrased for you; if for some reason you somehow doubted that the last sentence didn't also apply to beginners.
That's cool, and that is your opinion which is fine. I can't say this is objectively wrong. I don't agree with it though. I think beginners can make it work just fine.
But that is why this is "advice" and not a "rule".
Maybe so but I think the logic behind this so called "new player" reasoning
is wrong (as you already kind of hinted).
Why can't new players use the best strategies right from the get go
if they are indeed considered the best? Why can't a new player learn the value of using movement infusions in other ways than just retreating?
My own experience: I've played some characters on insane and madness but only very recently I started playing melee characters who especially benefit from the stun prevention and closing the gap capabilities of movement infusions. Honestly, I wish I had learned just
how great they are for melee characters as a status prevention tool earlier. So, in these kind of situations where learning new things can improve your characters lifespan I certainly would like to be told that movement infusions are really good substitutes instead of "let's not tell him, he is a new player" attitude. I mean, what's the point of hiding information instead of teaching the "new player" to actually use the best strategies in the best way possible? I don't see why new players should be taught inferior strategies just because they are new: Actually, it should probably be the opposite. There are of course many situations where 100 % correct information is not available to new players, in these instances the 70 % correct one is probably better than nothing.
There is truth in that statuses on madness tend to be nastier and more common than on normal: Physical wild doesn't help much in the very early game when you have 0 % stun immunity and the enemy can stun like every 2-4 turns if it has many talents. So I'd say that they are even better on the higher difficulties than on normal. However, this is a point about the differences between difficulty levels, not about "new players" themselves. And just for the record, movement infusions can be used just fine on normal too.