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We can defend just fine while in a grapple, we can even use Clever Deflection.

You can, but you're potentially at significant penalties depending on circumstances and what you're defending against...Clever Deflection requires you have the ability to move relatively freely, if you're grappled that's compromised, and being in a grapple comes with general defensive penalties against other foes anyway.

Now, that's all only in regards to some third party attacking you, not the grappler themselves, but it's still worth bearing in mind.
 
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It's not that I don't understand, it's that I think, just like the cup's yearly zeal, that it's basically a drop in the bucket compared to what we're already doing, and unlike the cup it doesn't scale. If the argument is that we'll never get anything that boosts our damage by percentage (which seems unlikely when it goes so far out of its way to clarify that it won't be affected by such things) then sure, it's fine. But it's not helping us near as much for breakpoints as being able to bring in more techniques or go first more often.
Tbh, you've convinced me that it's at least better than the cup though so I'll drop plan combat prowess from my vote (not that it matters with how far behind it was anyway).
That's pretty fair, I don't want to come across that we must absolutely take Deadliness or our build is bricked, I just think it's pretty useful and good at playing with some of our more uncommon tools we already have, and plays better with the Knight's fighting style than it might first look. Even if we're just talking about Black Scratching a training dummy until it dies, its not a negligible benefit simply because of how the breakpoints fall. That's obviously not totally representative either- but it's shows there's several scenarios where it can matter.

Honestly, I consider Speed stacking to be more important and useful for Audrey's core build than I do resilience or deadliness.
Fair is fair, the reason their Fort is lower isn't because Hamr is weaker at that, it's because they're only half-training it by default. The best Norsemen will have Hamr giving just as much health as you do.

Every single one of them is very, very, scary, given how many "Do it exactly right based on zero knowledge or suffer worse than death" walls there are preventing them from doing that, or having a patron who's already done the hard work for them and can hand out the benefits of doing so.
Yeah, I'm not trying to say the Norse are too weak to consider in the discussion, I'm saying I know as much as Audrey does about their capabilities (probably less) so I'm trying to extrapolate based off what little I have over a specific topic.
 
Honestly, I consider Speed stacking to be more important and useful for Audrey's core build than I do resilience or deadliness.
That I agree with for sure. Action economy is queen in any turn based system. Still trying to decide how useful initiative is in this system, whether it's just good or if it's a god stat like in some other quests. Seems like it got replaced with speed however, since speed directly gives multiple actions. Kind of wondering if having a much higher initiative can result in multiple turns per turn, through other people not being fast enough to act. Probably not though, doesn't seem to be how this system works.
 
That I agree with for sure. Action economy is queen in any turn based system. Still trying to decide how useful initiative is in this system, whether it's just good or if it's a god stat like in some other quests. Seems like it got replaced with speed however, since speed directly gives multiple actions. Kind of wondering if having a much higher initiative can result in multiple turns per turn however, through other people not being fast enough to act. Probably not though, doesn't seem to be how this system works.
Initiative just being turn order isn't super impressive, but I think there's a niche in trying to preempt weaker enemies from trying to nova punch up at us- especially if we do pick up that simultaneous attack if we're double speed hordebreaker technique. Dropping simultaneous GFB on a threatening add to remove them from the equation before focusing on a bigger threat can potentially mitigate a pesky Thane or Norseman from really popping off and tipping a fight.

But that's more speculative and requires not just initiative superiority but also a huge speed advantage over the enemies' weaker but still relevant fighters. It's not impossible, but it would be a big investment and probably still less consistent than we'd like.
 
That I agree with for sure. Action economy is queen in any turn based system. Still trying to decide how useful initiative is in this system, whether it's just good or if it's a god stat like in some other quests. Seems like it got replaced with speed however, since speed directly gives multiple actions. Kind of wondering if having a much higher initiative can result in multiple turns per turn, through other people not being fast enough to act. Probably not though, doesn't seem to be how this system works.

Initiative 'just' means you go first. Of course, going first can be extremely effective at allowing you to set the tone of a fight. Using disabling effects on people before they even get to go, in particular, is really good.
 
Why not, with the damage boost any combination of 3 moves that hit would put someone on Audreys level in critical condition
Edit: and breaking focus is both faster and basically the same thing as killing them (for combat purposes) against a peer knight

FG isn't a reliably spammable move against peers. It's not going to kill somebody on its own. Sure, we could theoretically finish them off with LSB, but grappling isn't a good idea in a lot of situations and there are plenty of ways to escape a grapple. We aren't going to be killing things with it unless we're teaming up with some ally with true damage skills or dumping zeal. Audry has more reliable ways to kill most people already.

The boost from Deadliness is priced based on its true damage interaction, which is only situationally significant. That situation is usually going to be fighting a peer knight in a 1v1 duel. This happens, having a significant advantage over other knights in sparing matches or tournaments is valuable. Wining tournaments and honor duels against fellow knights is great, but I can't help feeling that we're over valuing it due to the fact that we happen to be participating in a tournament right now.
 
but I can't help feeling that we're over valuing it due to the fact that we happen to be participating in a tournament right now.
It's more you're undervaluing it because you don't appreciate how much the threat of a wincon by true damage shapes an entire approach to combat addressing said threat

It didn't matter that we were never going to win against Margh using Faulty Ground. He had no choice but to play Audrey's game of tanking him so long as the threat existed.

Can that extra 10 damage kill the unprepared more quickly? Yes. And it's one that an opponent has no choice but to prepare defenses against. Which further shapes how Audrey can leverage her other strengths. Remove an enemies choices to control how they approach a fight. Simplification.
 
I think deadliness could synergise pretty well with Audrey's build over time should we get more effects tying into it:

One of the things that LBH and FG have going for them is that they're both moves meant to debilitate - Thats one of the key parts of Audreys style! You don't go up to a giant and just Whack 'em, you set them up so that the one Giant Killing Blow is hitting with all its might. Even leaving aside focus damage, ensuring that you're getting in even more damage with moves like that means that when you launch your GKB, your opponent is already softened up nicely. Thats in addition to it being able to give you an edge by just getting over thresholds you otherwise wouldn't have, chipping away at their defences faster.

Which isn't to say, as with Karagus, that not getting it is like, game destroying or something. But I think that the ability to soften our opponents up without having to chew through all their armour first is prettty useful, still.
 
It's more you're undervaluing it because you don't appreciate how much the threat of a wincon by true damage shapes an entire approach to combat addressing said threat

It didn't matter that we were never going to win against Margh using Faulty Ground. He had no choice but to play Audrey's game of tanking him so long as the threat existed.

Can that extra 10 damage kill the unprepared more quickly? Yes. And it's one that an opponent has no choice but to prepare defenses against. Which further shapes how Audrey can leverage her other strengths. Remove an enemies choices to control how they approach a fight. Simplification.
Yeah, it's hard to quantify using FG more aggressively because we're not going to just be one or two shotting people left or right with it, but if someone gets chunked for a notable fraction of their HP through their other defenses they have to respond and react to that potential threat vector.

Unlimited FG works throwing out 5 a turn is silly and not particularly likely to work in practice- but if we seed one in every now and again people really have to be careful about any such traps because it only takes a few slip ups for them to be screwed. And even then- lowering their fortitude means they have to be even more afraid of any leaking damage from things like GFB because any fortitude damage heavily reduces their margin of error. It potentially gives us another threat in being and tool to feint with same as how Audrey uses Black Scratch to feint GFBs and force her enemies to react and plan around a huge hit that may not come.
 
To put it another way, with Deadliness Audrey now has three broadly obvious ways to end a fight.

  • Dramatic finish by GKB
  • Brutal Disabling by LBH
  • Cheesed Murder by FG

So you need to hypothetically defend against all three of these avenues if you're fighting her, when there's only so much space that you can bring into a fight under this combat system

Even assuming perfect counters existing to all three, that still leaves a fourth, less obvious one

  • Stamina based exhaustion

So now you're going to need to prep four ways to not lose to Audrey, even assuming you have an efficient set of responses that fill up one slot per capacity equivalent loadouts

Against a peer, that's half. Then you add in typical defensive measures to avoid getting your ass beat by Audrey's next low key advantage

  • Ludicrous Soma relative to her peers

Which means you need to have your own means to keep her from just beating you down through raw force. Let's call that one a buff to physical stats or offensive tech to keep up in the DPS race

Lastly. But not leastly. Leaving Audrey's other latest advantage to advance her wincons in a fight

  • Light Revelation

Which can be very fucky on ones perception based ability. So now you've got some poor bastard needing to use up 6 of his loadout slots just to avoid falling behind Audrey. And this assumes perfect information, with Audrey not fighting with her companions in tow.

At this stage, and before Audrey accumulates further wincons, how will her opponents have time to advance their own wincons when they're spending their lives trying to avoid falling prey to Audrey's own?

Barring the Norsemen, that's a pretty decisive advantage. And for those, you just need to hit them harder till they die regardless
 
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This is pretty fair- I don't know if Thanes or Norsemen even have focus or something similar, but I will note
Norsemen—though only some of them—have whats called 'Frenzy', which is pretty good. Adds itself to every battle action and also lets a Frenzy-user predict what you will do next, to a certain degree.

Frenzy is a known quantity and is a core factor of why Berserks are so scary, which Audrey would know about.

It is known that many Norse monsters have Frenzy by default.
 
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Yeah, Frenzy is how Norse compete with Chivalrics, anyone who's got it is going to close the equipment superiority gap until your Decade gets really high.

And the Berserks on the other side are absolutely going to prioritize you, since you're the one who's most likely to make them lose.

Fortunately, there aren't a lot of Berserks relative to the number of Norsemen, so that's nice. Especially since almost every single one of them can suddenly decide to go "You know, I think I am going to kill literally fucking everyone in sight" and trigger Berserkergang to just spinecrush everyone indiscriminately.

Sure, they'll pass our a few minutes later and be bedridden for weeks (And badly weakened for months after that), but that's cold comfort to the people who don't respawn from the dead unless it was their Time.

The good news is, I don't think you'll see a lot of Berserks triggering that on offensive attacks, being taken alive is so, so much worse for your Ordstirr than merely dying, and Berserkergang times out too fast for it to be relevant outside of your immediate surroundings--so unless they think they'll have enough time to recover, or have buddies to extract them who they won't tear apart in their insane unstoppable rampage, they probably won't do that when on hostile territory.

But the risk always exists, that at any point, any Berserk just flips out and becomes a nigh invincible killing machine.

... The good news is that just because a Norseman has Frenzy, doesn't necessarily mean they're Berserks--though the two are tightly linked.
 
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Berserks also get the Berserkergang, which is a mindless berserker mode that… let me put it this way, if it was a remotely close fight beforehand, it certainly ain't anymore.

Edit: I could swear Alectai's info dump above wasn't there when I wrote that
 
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Berserks also get the Berserkergang, which is a mindless berserker mode that… let me put it this way, if it was a remotely close fight beforehand, it certainly ain't anymore.
I am still disappointed that Halla never learned it (at least in the duration of the quest, who knows maybe she learned it since then), it was so good, sure it had massive drawbacks but just having the button of "kill everything in sight" would have been helpful.
 
Sure, they'll pass our a few minutes later
Potentially up to several hours, depending on several factors
The good news is, I don't think you'll see a lot of Berserks triggering that on offensive attacks,
Very few formations can keep cohesion when met by a raging Berserk. Berserkergang does drive them wild, yes, but they can be pointed in generally the right direction.
Yeah, Frenzy is how Norse compete with Chivalrics, anyone who's got it is going to close the equipment superiority gap until your Decade gets really high.
One of the ways, that is.

Also, the equipment gap (not including Knightly Armor, of course) is minuscule at best. At worst, it is absolutely not in your favor.

The Norse are the best metalworkers in Europe at this point in time, perhaps even in the world. I'll grab some scholarly articles if you folks want proof, but it'll take me a minute or two.
 
Yeah, when it comes to worldbuilding stuff, I'm just borrowing the setting, I.F.'s statements take priority.

Point is, Berserks are really god damn scary and there's not really a good solution to them aside from massing up lots of Finales and praying.
 
I am still disappointed that Halla never learned it (at least in the duration of the quest, who knows maybe she learned it since then), it was so good, sure it had massive drawbacks but just having the button of "kill everything in sight" would have been helpful.
I think half the issue was that everyone who knew it well enough to teach it was either in a Steelfather's warband, and therefore we wouldn't go to them because fuck Steelfathers, or would be questioning where the hell we got our Frenzy from as we never got any Shapecrafted into us and thats suspicious as fuck. The other half is that we honestly were at least on par with Berserkergang, considering Hooknails was stronger than us, we beat him, he popped Berserkergang, we beat him again, all based on how technical of a fighter we were and how deep our bag of tricks was.
 
Potential soft counter to Berserkergang that we could pick up. Use our Light Revelation to lower the Presence of all our friendliess in the eyes of the Berserk, and raise the Presence of all the enemies/the berserk's friends, so that the berserk kills all his friends first and leaves our side till last, so we have a bit of time to get ready for him and don't have to worry as much about the rest of the Norse people there.
 
The other half is that we honestly were at least on par with Berserkergang, considering Hooknails was stronger than us, we beat him, he popped Berserkergang, we beat him again, all based on how technical of a fighter we were and how deep our bag of tricks was.
I'll note that Hooknails was a massive fraud. The guy got Standstill of all kunna and literally only copied your moves. Zero innovation behind those eyes, absolutely none.
 
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