Saturday, October 22, 2016

Season 1+ 2: Stats Compilation


Earlier in the year, we put up a few articles regarding average stats across guilds:


While these are in no way conclusive or all encompassing characterizations of each guild (primarily since it excludes Character Plays and Traits), they do paint a pretty good picture of what each guild is about. Here is a compilation of these stats:



# of 2” melee:

Engineers
Hunters
Brewers
Butchers
Masons
Union
Alchemists
Morticians
Fishermen
2/11
2/8
3/11
3/11
3/11
4/14
4/11
4/11
8/11


Mean TAC:

Fishermen
Engineers
Masons
Alchemists
Union
Morticians
Brewers
Hunters
Butchers
4.4
4.5
4.5
4.7
4.7
4.8
4.8
5
5.6



KICK die means:

Butchers
Masons
Morticians
Hunters
Union
Brewers
Alchemists
Fishermen
Engineers
2.09
2.18
2.18
2.25
2.33
2.46
2.46
2.72
3.27

KICK distance means:

Hunters
Union
Morticians
Engineers
Masons
Alchemists
Butchers
Brewers
Fishermen
5.5”
5.7”
5.8”
5.8”
6”
6”
6.1”
6.2”
6.4”



Mean base MOV:

Brewers
Union
Alchemists
Hunters
Masons
Butchers
Fishermen
Morticians
Engineers
4.7
5.1
5.2
5.3
5.4
5.4
5.6
5.6
5.7




Mean DEF:

Masons
Brewers
Engineers
Union
Butchers
Fishermen
Hunters
Alchemists
Morticians
3.2+
3.3+
3.6+
3.7+
3.7+
3.7+
3.8+
3.8+
3.9+

Mean ARM:

Morticians
Hunters
Butchers
Fishermen
Union
Alchemist
Brewers
Engineers
Masons
0.6
0.6
0.6
0.6
0.7
0.8
0.9
1
1.4



Choosing a Guild - Hunters


One of the first articles we put up was in regards to choosing a guild based on rough criteria of what aspect of the game each guild was strong or weak in. These were based on early Season 1 numbers put together by the development team - granted that things have probably shifted a bit by now.

One of these changes was the release of the Hunters. I've put together a few ballpark numbers based on feedback from the online Hunter community:



Hunters

Melee Damage - 6
Ranged Damage - 4
Ball Control - 3
Speed - 5
Toughness - 5
Special - 7


Hunters are arguably the second best control guild in the game after Morticians, due to their traps and widespread access to the Snared condition (-1 DEF & -2/-2 MOV). They also excel at moving through rough ground, and their captain Theron has the unique ability in the game to create terrain. On the whole the guild has pretty average stats, however they also have 2 of the best melee damage dealers in the game in Jaecar and Seenah (literally a bear) which gives them a slight edge in that department.
One department where they are definitely weak is the football game, with the worst KICK stats on average. They attempt to make up for this by having some very mobile players who can slip away for a goal in the right situation. The other difficult aspect of the Hunters is that usually require multiple activations to set up that 'perfect trap' due to many interconnections.


Hunters might suit you if:

  • You like a patient control style, combined with savage damage dealing
  • Are willing to 'work harder' for your VPs and 'setting up the trap'
  • Like the rugged northern woodsman aesthetic - and bears


No comments:

Post a Comment