Double One Touch Binary Options - TradingPedia.com
[Tournament Report] Mythic Invitational - Lucas Berthoud
"Almost anyone who loves tennis and follows the men’s tour on television has, over the last few years, had what might be termed Federer Moments. These are times, as you watch the young Swiss play, when the jaw drops and eyes protrude and sounds are made that bring spouses in from other rooms to see if you’re O.K. The Moments are more intense if you’ve played enough tennis to understand the impossibility of what you just saw him do." David Foster Wallace "Build strategy. Mind control, concentration, reaction. Micro and macro. Discipline, practice, stamina. These are the "winning factors". No progamer can ever be great at all of them. Never. I can say that from my 10 years of experience commentating countless games. I can say that with absolute confidence. Without hesitation, I can say that, and fool you... if you never watch Savior's games." SungWon Yi Magic as an esport I am writing this on saturday morning. So far, the tournament has been a success on several different metrics: viewership, hype, production value. I had an amazing time hanging out with other competitors and attending the legendary event party last Thursday. The best of times, really. Being a part of it felt special. But I can’t say the Invitational has been at its best in the one metric that I really care about: good gameplay. I am not really feeling the WOW factor from the quotes above, or that I constantly have when I watch things like the top 8 of Mythic Championship, or Mike Sigrist drafting, Shota playing control, Huey playing Temur at Worlds 2017. In a ideal world, the transition from magic to an esport would heavily focus on measures that reduce variance and allow players to leverage skill. We would play a lot of rounds and tournaments would have open qualifiers, creating legitimacy to invitees and the results. The format would be something like Legacy with a curated ban list for cards that allow flexibility and decision making (unban Deathrite Shaman and Sensei’s Divining tube) and draft would be one of all-time classic formats or a custom designed cube. While this take is obviously undoable for several good reasons, its an example of an ideal format if you cared only about leveraging skill and can help illustrate how much we are "sacrificing" in this regard in favor of approachability for new players. The current Mythic Championship (Pro Tour) structure of bo3 booster draft + standard/modern is a grat compromise of having interesting gameplay while also promoting new sets and popular formats. One of my favorite events to have ever watched as a spectator was 2017 MOCS. High-level commentary, absolute high-level games (mardu x saheeli combo was a hard to play matchup with a lot of tension!), players that fought hard to get there, and a viewer friendly UI, allowing the cards to be better seen by viewers. It wasn’t perfect for viewers because there was still the barrier of having to know and identify all the small pixelated cards beforehand to enjoy the experience, and because mtgo interface is bland. If you took that tournament and had it played in Arena, that would very closely encapsulate my perfect vision for Magic as an esport. But what we have right now is Duo Standard and double elimination. The problems with Best-of-1 Duo Standard is not a good competitive format. It’s best-of-1 with bells and whistles to it, but still best-of-1 with all the problems around it. The games feel out of control where your decisions don’t really matter. There is not a lot of strategic depth to it, not a lot of room to outmaneuver your opponent. The hand fixing algorythm means the games are too scripted. They always have the busted hand. Do you have it too? Did you win the die rool? That’s all that matters. You can’t really outplay anyone. The games I’ve seen on the Inivtational so far where decisions mattered involved complete blunders (g3 skybillz x salvatto; g3 pterodactylsftw x savjz). The lack of sideboarding cripples the games and removes a significant ammount of strategizing. In the past few years of high-level competitive play, sideboards are the main focus of preparation, both because it’s very hard to get right and because it allows the greatest ammount of flexibility and interesting decisions. Some of the issues with best-of-1 are related to balance and deck diversity. Those could be fixed by designing the game around it and adding more bells and whistles to Duo Standard (make it a best of 5 decks, for instance). But the more relevant issues with best-of-1 is just how boring it is. The game patterns are scripted and there isn’t much point to deviating from it. As Zvi Mowshowits said: “When I play best of one, the games blur together. This set of moves again, and again. Rote responses, because you lack the information to improve your choices. A binary outcome except for time spent, with a huge desire to ‘get on with it’ once the outcome looks clear. Time starts to be something you’re sending rather than something you’re enjoying. What was fun becomes a grind. When I switched on Arena from best-of-one back to best-of-three, it was a sea change in my experience. I was having so much more fun. Thus, even if strategically everything would be fine, and the decks stayed the same, I would strongly oppose losing or minimizing sideboards for experiential reasons. The decks don’t stay the same. What we get in best of one are lots of decks that are simple and linear. Decks that do one thing hard, and do them well, repeating patterns over and over. The decks where you used to say ‘I’ll have a sideboard ready for them’ are now most of your opponents. A burning sea of red, or an endless ocean of blue or plain of white. The more we turn games into grinds, the more we see this, even with best of three. When the last few days of Mythic play came in February we saw a dramatic rise in mono-red, and mono-white did much better than it does in normal play. With best-of-one this gets doubly reinforced and thus turbo charged.” https://thezvi.wordpress.com/2019/03/14/speculations-on-duo-standard/ Below is some of the feedback I had provided to wotc about best-of-1:
In current high-level play, sideboarding is where the game is actually played. It’s a significant focus of preparation in top performing teams because it provides an effective tool to leverage knowledge, preparation and skill.
Additionally, sideboarding creates interesting game dynamics and cool decisions, adding layers of enjoyment to the game.
Successful spectator games want the audience to experience a “wow” effect. Having as many ways as possible to showcase skill should be a focus of the esport experience. We want the audience to feel like they are watching Savior, Faker or even Federer. Sideboarding is a tremendous tool in that regard.
We suspect that the reason people seem to want to play bo1 on Arena are not necessarily related to it being a good format to watch or an interesting format to play at a competitive setting.
In our experience and research, bo1 generally hasn’t been much fun to play, even though some players don't seen to mind it. We suspect that this is a combination of hand fixing algorithm and lack of sideboarding option favoring certain strategies (game imbalance) but also to players not having agency to decide the outcome of games (uninteresting game play).
Even if bo1 becomes a balanced format, that doesn’t mean that it’s interesting or fun from a gameplay perspective. A coin flip is balanced but would be a terrible esport.
The importance of Sideboards Brad Nelson noticeably made a career on successfully using sideboard to have tremendous advantages over the field. Some other recent examples:
In Pro Tour Dublin, there were several Mardu Vehicles in the top 8, but it was the sideboard designed by hall of famer Frank Karsten that took the top 2 spots with a combined 21-0 record. The sideboard plan for that deck is considered different approaches based on play/draw, addressed strategies that tried to overload the deck on removal, considered the impact of mana curve and had malleable plans depending on play patterns we observed by our opponents. That sideboard gave us tools to outmaneuver anyone and is to date the most throughout plan I’ve ever touched. PV even mentioned in his video tournament report that they wish they had dedicated more time to developing sideboard as a reason to why team CFB didn’t place even higher in the tournament.
In Pro Tour Kyoto, this was fixed as PV’s winning deck developed a sideboard to outmaneuver mirror matches and removal heavy decks. Reading tournament reports, it became clear that no other red player had as a good sideboarding plan as they did, and it showed in the results.
In Pro Tour Nashville, Gerry’s tournament report showed his deep understanding on the differences of plans for play/draw and the number of reactive cards that need to be on the deck, as well as a deep understanding of the role his deck should play against mardu vehicles midrange plan while hedging against their beatdown plan.
In Pro Tour Atlanta, the coolest story of the tournament involved LSV using a singleton Settle the Wreckage in the sideboard to throw off the entire field scouting in favor of his team.
Sideboarding creates additional layers of interesting strategic decisions. Those decisions start at a basic level on how cards interact for game 1. Based on that interaction, for game 2, now players need to consider what they can do to improve that dynamic while also anticipating their opponent’s moves. And this could totally change for game 3, based on revealed information of cards played and also decision making patterns. This makes it feel like playing three games in a bo3 context to have exponentially more relevant decision points than three individual bo1 matches. Every game feel different. A deck can execute multiple different strategies, creating dynamic gameplay. There is a reason why so many strategy writers are reluctant to give sideboard guides; sideboard depends too much in the context of the opponent in front of you and requires malleability and on-the-fly decision making. It’s something that its so deep and hard that can’t be easily outsourced. Other examples of sideboarding allows cool and fun games to be played:
players can use audible plans based on contextual information on past games. A notable example was team CFB pre-tournament decision to side out Jace against burn decks. When a player noticed that his opponent was not targeting Jace with burn spells, he left them in the deck for game 3. Recently, on Mythic Championship Cleveland, Reid Duke realized his mono red opponent was sideboarding into a control deck with inevitability post-board, and decided to play the role of a low-to-the-ground aggro a deck, ultimately beating a bad matchup and earning a semifinals qualification
players can find creative uses cards when the situation calls. I remember once Marcio Carvalho brought in Selfless Spirit and Avacyn against a tough matchup for their combo potential as a hail mary. One of the most important skill pro players have is their ability to find low-probability lines to turn around tough games and matchups. Those add up over time.
significant innovation in decklists and fine tuning are related to sideboarding. Back to Mardu Vehicles (sorry, it’s my favorite subject), the list that won the GP that followed the PT took the tournament hall by storm by showing up with a surprising switch-a-roo strategy of taking out 1-drops in favor of 5 mana wraths and planeswalkers.
The Spectator Experience I also suspect viewers don’t care much about watching best-of-1, as evidenced by the existence of this thread: https://www.reddit.com/magicTCG/comments/b6v3pb/wotc_please_dont_use_this_type_of_bo1_format_again/?st=jtvf43xp&sh=39b0096d Awhile ago, I created this twitter poll: https://twitter.com/bertuuuu/status/1089913678105923586 “You have all cards available on Arena and plenty of time to kill. Which format do you think would lead to more interesting/enjoyable games? Does the answer change if you want to just watch games on a stream instead of playing? If so, please comment below. Tks!” The poll ended on 85%-15% in favor of bo3. The question was designed to isolate the two main factors of why I think people play bo1: card availability and time constraints. (The third factor, not reflected in the poll, would be Arena UI/menus directing players to bo1). Without those factors, there was a clear preference for bo3 as the most interesting format. This is just a twitter poll and not a substitute for market research, but it does who a very strong trend. There is also qualitative date in the replies, for illustrative purposes: “If the streamer is a Pro Player, I want to watch Bo3 matches and insightful information about sideboarding. If the streamer is just a content creator, probably is better to just jam fun brews on ladder Bo1.” “I like BO1 if I'm watching or playing only a limited amount / for fun and fun only” “I want to watch good players stream bo3 because it have deeper strategic content and play bo1 myself because it is faster thus more suited for casual play.” “If I'm watching (which I probably am, since I don't play much #MTGA), I prefer BO1. It allows for more variety in matchups and decks and is easier to follow as a side thing while I do something else. If I wanted to see deep gameplay and strategy, I would go to YOUTUBE and watch paper” “either for watching or playing, I prefer bo3. It’s more interesting to consider sideboarding than it is to focus on linear decks.” All those replies seem to confirm that bo3 is perceived as the most deep format, and that bo1 is heavily associated with casual play. Those seem to confirm that preference for bo1 on Arena really is tied to card availability and time constraints to play games. None of it means bo1 is an interesting format to be watched. Magic is a really good game and best-of-3 with sideboards is a really good format that stood the test of time. Any alternative to it needs to cross a high threshold before being considered viable. Duo Standard didn’t even come close. A low skill, low diversity, high variance format doesn’t make a good esport experience, simply put. Playing to win in best-of-1 This is spikes and we play to win. If you do want to win in best-of-1, there are two very good articles dissecting the format: http://magic.tcgplayer.com/db/article.asp?ID=15188&writer=Brian+Braun-Duin&articledate=3-22-2019 http://www.starcitygames.com/articles/38457_Best-Of-One-Matchup-Analysis.html This rarely happens, but I found myself agreeing to 99,9% of the things said in those articles. It also tooks about one night of playtesting to reach the same conclusions, then a month of playing thousands of games just be sure, but our minds didn’t change that much from our initial impressions of the format. Ultimately, our playtest team (5 hareruya latin players + Javier Dominguez, Andrea Mengucci, Lee Shi Tian and AliaDeschain) settled on Esper + WW as the best combination, with Lee and Alia subbing out Esper in favor of Gruul because they didn’t feel confortable playing control decks. Esper emerged as the clear best deck in the format for us. We discussed a bit if it was worth it to have a deck to snipe Esper (say, Mono U or Temur Reclamation or a anti-mirror version of Esper) but those decks had too many vulnerabilities against the rest of the format. As a deck to pair with Esper, we wanted a deck with different bad matchups in order to not be too exploitable for game 3 scenarios. This deck could be mono white, mono red or gruul. None of them felt super good, but mono white had a higher win percentage in our spreadsheet and seemed better at beating the “anti-aggro” decks people had on ladder, which were actually just life gain decks that beat burn but didn’t beat the go wide hands of mono white. For pure ladder play, I'd stick with Esper. We found it to have a good matchup against aggro decks, which are over-represented in that setting, while also having game against everything else. The tournament didn't end well for most of us, but Luis Salvatto and Andrea Mengucci are still live. I am about to go cheer for them at PAX and I hope you all do the same. Thanks for reading, Lucas Esper Berthoud
5/5 - Violent Momentum - +20% gun dmg at walking speed, increasing with speed.
Under Cover Tree:
5/5 - Adrenaline - +35% action skill cooldown rate (dependent on how full shields are.)
3/3 - Hearty Stock - +30% max shields.
3/3 - Stiff Upper Lip - +16% dmg resistance against last dmg type received.
1/1 - Confident Competence - +20% gun dmg, +33% accuracy (dependent on how full shields are.)
Skill 1: Barrier (14 sec. duration, 24 sec. cooldown, 25% damage amp)
Augment 1:Charged Relay (+20% reload, +11% movement after touching barrier, duration 8 sec.)
Augment 2:Nanites or Some Shite (+4% max health as regen dependent on health, +11% reload speed, -33% shield recharge delay while near barrier)
Skill 2: Digi-Clone (15 sec. duration, 28 sec. cooldown)
Augment 1: Schadenfreude (100% of dmg received by clone converted to shields)
Augment 2: Doppelbanger (Gain ability to sacrifice clone for up to 280 splash dmg, dependent on remaining action skill time.)
For this build we're going for speed, and taking every available speed boost Zane has to get it! We start out in the Doubled Agent tree where we establish a nice baseline of pain by picking up Synchronicity for +20% gun dmg per active action skill, and Praemunitus for +25 to our magazine size which should help make sure we keep that pain flowing. The next row sees us picking up Donnybrook for +15% gun dmg and +2.5% missing health as regen on kill. Fractal Frags will give our clone the ability to toss one of our grenades for free, and has a chance to throw more as we keep killing, so it gets added to the list. Since we'll get grenade regen later on, we'll also be picking up Duct Tape Mod for a tidy 16% chance to fire out a grenade with our first shot out of a magazine. Jumping down from there we land on Pocket Full of Grenades to pick up that aforementioned grenade regen. This is a kill skill, so we should be retaining that 13% regen pretty much always. For survivability, we take up Old-U, granting us the ability to let our clone take the fall for us if he's out and we go down. Otherwise, we're going to up our speed some more with Supersonic Man and net an additional 12% of movement speed per active action skill. Next up is Boom. Enhance. for the staggering buffs it provides to our clone, and since we're buffing our clone so much we make sure he's strapped with Double Barrel. The former gives us a massive potential buff (at 3 grenades sacrificed) to our clone of: +60% gun dmg, +243% max health, +15% fire rate, +93% reload speed, and +75% duration in seconds; while the latter gives our new Billy Badass a copy of our very own gun and nets both us and the clone a further +20% gun damage for trading places. With the pain sorted out, it's time to look at speed. We look next to the Hitman tree for a quick pit stop, picking up Violent Speed and Violent Momentum - the titular skills for this build. The former gives +20% movement speed for 8 seconds after a kill, and the latter gives a gun dmg boost based on speed that starts at 20% at default walking speed. Finally, we land ourselves in the Under Cover tree. Here, we pick up Adrenaline to reduce cooldown rates by up to 35% based on our shield percentage (the closer we are to full shields, the better the rate.) In order to make that even sweeter, we're taking Hearty Stock for a flat 30% increase to max shields. This will ensure that even if we do take some damage, it'll have a smaller impact on overall shield percentage making sure we stay at those high cooldown rates longer. To further that, we also pick up Stiff Upper Lip which grants us a nice 16% dmg resistance to whatever dmg type last hit us. With our last point, we manage to pick up Confident Competence, which again makes use of our shield status (the more percent full, the better the buff) to give a buff of up to +20% gun dmg and +33% accuracy. For skills, we'll be taking Barrier with the Charged Relay and Nanites or Some Shite augments. The first boosts our speed another 11% for touching it, and gives 20% reload speed; meanwhile, Nanites or Some Shite will help provide a quick healing and shield regen buffer if we get injured during our circuit. We also have our trusty Digi-clone, which will repair our shields for every bit of damage it takes thanks to Schadenfreude. Dopplebanger, on the other hand, gives us access to a nice nuclear option if things get hairy - with the ability to sacrifice our clone for an explosion of up to 280 dmg based on how much action skill time is left. We just want to be sure we remember to swap at least once before popping him so we get the +20% gun dmg buff from Double Barrel. Terminal Velocity Hitman Tree:
5/5 - Playing Dirty - +50% chance to fire an additional projectile for five shots on kill.*
1/1 - Seein' Red - Activating an action skill activates all kill skills.
Doubled Agent Tree:
5/5 - Synchronicity - +20% gun dmg per active action skill.
5/5 - Donnybrook - +15% gun dmg, +2.5% missing health as regen (duration 8 sec.)*
1/1 - Fractal Frags - Digi-clone throws grenade (based on equipped grenade mod) on summon, and gains 30% chance to throw another on kill.*
4/5 - Duct Tape Mod - +16% chance to shoot a grenade along with the first shot of a gun (cooldown 8 sec.)
2/3 - Pocket Full of Grenades - +13% grenade regen (duration 8 sec.)*
1/1 - Old-U - If clone is out on down, gain ability to sacrifice it for immediate rez at 100% health.
3/3 - Supersonic Man - +12% movement speed per active action skill.
1/1 - Boom. Enhance. - Digi-clone now consumes up to 3 grenades on summon, and gains the following per grenade consumed: +20% gun dmg, +81% max health, +5% fire rate, +31% reload speed, +25% duration.
Skill 1: SNTNL (24 sec. duration, 60 sec. cooldown, +4 machine gun dmg)
Augment 1: Bad Dose (SNTNL now irradiates enemies occasionally. +2% fire rate, +6% movement per enemy irradiated by SNTNL. 4 dmg/sec., duration 12 sec., cooldown 8 sec.)
Augment 2: Static Field for survivability, or Winter's Drone for the cryo damage and effects.
Skill 2: Digi-Clone (15 sec. duration, 28 sec. cooldown)
Augment 1: Doppelbanger (Gain ability to sacrifice clone for up to 280 splash dmg, dependent on remaining action skill time.)
Augment 2: Schadenfreude for survivability, or Binary System for the cryo damage and effects.
For this build we're loading up on the speed and the kill skills. We jump off in the Hitman tree with Violent Speed and Violent Momentum to setup our +20% to movement speed on kill and +20% gun dmg increasing with speed. From there, we grant SNTNL the chance to throw grenades with Drone Delivery and nab a little survivability in the form of Salvation for 6% dmg dealt as life steal. Death Follows Close boosts the myriad kill skills in our repertoire by 25% and adds +7 seconds to their clocks. Violent Violence and its cousin Playing Dirty net us 20% to our fire rate, and an additional 50% chance to fire an extra projectile for five shots after a kill - respectively. We top the tree off at Seein' Red which activates all our kill skills when we activate an action skill. From there, we'll dive into the Doubled Agent tree for an immediate +20% gun dmg per active action skill via Synchronicity, and a further 15% gun dmg (and 2.5% missing health as regen) on kill thanks to Donnybrook. With those out of the way we look to Fractal Frags to provide our clone with copies of our grenade (and a 30% kill skill chance to throw more) when he comes into play, and Duct Tape Mod to see about shooting some of our own off, with a 16% chance to fire a grenade with the first bullet out of a gun. Since we're going to be making heavy use of 'em, we might as well regen them - so we pick up Pocket Full of Grenades for 13% grenade regen for 8 seconds on kill. And with all the kills we'll be getting this should keep us topped up just fine. Old-U makes sure we're never down for the count so long as our trusty Digi-clone is out and about, giving us a free rez at 100% health for sacrificing the handsome bastard if we happen to stumble. Supersonic Man jumps into the fray to boost our speed (and remember, speed equals damage) an additional 12% per active action skill. Finally, we top off this tree with Boom. Enhance. for a potential buff (at 3 grenades sacrificed) to our clone of: +60% gun dmg, +243% max health, +15% fire rate, +93% reload speed, and +75% duration in seconds. For our skill loadout, we're taking the SNTNL along with Bad Dose and Boomsday. Bad Dose is yet another speed boosting option that will net an additional 6% movement speed per enemy irradiated by SNTNL, while Boomsday adds rockets to its armory giving it a pretty significant damage output upgrade. In our other pocket is our trusty Digi-clone, with Dopplebanger for the big booms and Binary System for the shifty types. The former generates a slowing (or freezing depending on their status) cryo nova for 46 dmg whenever we swap places with our clone, and the latter gives us some serious burst damage potential.
Role dynamics in Competitive Overwatch: Lúcio, the standard.
Lúcio has been a staple of competitive Overwatch since the very inception of the scene. He was hit by a string of nerfs on overall damage and ult charge rate and yet he’s probably the only support that featured on every single metagame, barring the double zenyatta/double genji comps and the contemporary defensive comps that run only one healer (usually Mercy) on first point. Lúcio is also, after the Zen nerfs, the only support left that often sees duplicate play. And there’s actually a legion of reasons for that. Contrary to Mercy being defined by her res, and Rein by his screen (and so they could lose some power in the rest of their kits without that damaging their presence much) Lúcio has several impactful points that make him an excellent pick. So, why do teams play Lúcio? 1. Running speedboost keeps you safe from static stats. This is by a mile the main reason to pick Lúcio and, with Rein’s screen, the single skill that has shaped the evolution of the metagame the most. The fact alone that Lúcio exists is the primary reason why static build defenses (Bastion, Torb) see little success in competitive. When the offense attempts their take they usually comm to each other the position of the defenders before rushing the point so they can run them over with the speedboost; the defense falls back, tries to pick someone off in return, attempts to retake the point. Static defenders have to either set up in low impact positions or they get killed in the starting rush because they are the priority target, and then the defense fights with less heroes. And the best counter to the enemy Lúcio’s speedboost is your own, since it allows your team to reposition without missing a beat, so not running the hero when the enemy has it is doubly punishing. That’s why a lot of teams (especially in EU) would rather shed the defensive Symmetra before the Lúcio when fielding 3 DPS heroes in first point defense. It is also an excellent enabling skill, mostly because it’s the only skill in the game that gives artificial mobility to heroes that don’t have it. McRee’s or Reaper’s kill range is vastly increased (in fact, speedboosting up to him to flashbang is still the highest success strat versus offensive Bastion) and it outright changes the nature of some other heroes and skills, like Harmony did. Genji’s Dragonblade with speedboost (and sound barrier if available) behind it goes from a pick to a wipe tool with little counterplay but speedboosting back and praying. 2.- Lúcio can not be missplayed. This is a tricky concept that deals with a lot of stuff inherent to FPSs and competitive games with multiple options, but to summarise, every hero, weapon, and skill is in a sliding scale from “reliable” to “binary”. The gap in impact on the game and contribution to the team between the optimal perfect possible play and anything below it. Stuff like snipers and aim-reliant but high damage skills are binary by nature; while auras, permanent stat boosts, and autoaim damage are all reliable power. Usually but not always these games are balanced so that the optimal scenario for binary playstyles surpasses that of reliable play, so as to give high skill players a reason to take the risk. Widow is by far the greatest example here, Widowmakers that consistently hit their shots have enormous impact and usually break pushes or holds by themselves. She has both the highest possible consistent damage output and the highest pick potential, but if she isn’t up there or close, the team is probably better off fielding something else. The point here is that almost all of Lúcio’s power is deep in the “Reliable” end of the scale: Lúcio is hard to missplay and the gap between his average and top contributions to a team is small. Barring some wallrunning that is seldom seen in the competitive scene and his primary fire, Lúcio’s contribution for a team is either aura play, displacement with a melee-range ability, or two high impact abilities (sound barrier and speedboost) that don’t have to be called by the Lúcio player himself. These are team-wide boosts that can be warned and set up and called on command by other people on the team if necessary because they can be popped at any moment the Lúcio is alive and in range of his team. There are few windows of opportunity for Lúcio to miss, barring countering enemy skills with his own. Similarly, there aren’t many times when Lúcio is alive and not actively contributing to the team because he is missing shots or unable to get where he wants to. He might do less, but he always “does”. Lúcio is a stable factor, and that coupled with his unique strengths makes him a good pick in most situations. 3.- He is tailored for Control. Alright, so this has to do as much with the hero as it does with Blizzard’s map design, but the point stands. The way control/koth maps are set up, and barring “glass” pure flanking comps (that aren’t nearly as common after the Symmetra shield nerfs anyways) the team that wins the starting fight has a massive ground and ult% advantage to win the subsequent ones. So teams really can’t afford not running Lúcio, at least out of spawn, for the ground advantage. Hell, double Lúcio is massively popular here because being able to chain speedboosts all but guarantees the high ground/defender’s advantage for the starting fight against teams that aren’t. Add to that that the way the control maps are designed massively benefits displacement/knockback abilities and Lúcio is the only support with one. The grouped nature of the fights makes his aura play highly efficient, and voice comms allow double Lúcio to coordinate their auras, having both of them active at all times and nullifying the handicap of them not stacking. Teams also coordinate the healing so that a Lúcio gets his sound barrier up as soon as possible and from there onward that one stays on speed aura so that the other can charge ult, chaining barriers and making the retake that much harder. And there’s another point, but that’s hardly control-exclusive... 4.- Lúcio is extremely resilient. Last but not least, Lúcio is the only support that is also a hard assassination/pick target. Barring Guardian Angel he is the fastest moving support; and on top of that he has high burst regeneration, a self-peel tool at melee range, erratic movement patterns around walls, and his hitbox is inconsistent and visually confusing when strafing and jumping. Adding to his reliability kit-wise, Lúcio is also the support that “is still there” after the fight breaks out. Mercy often hides to avoid getting picked off before the res, and Zenyatta (when there’s one, let’s be real) is usually far back enough to be considered a sniper unless he’s popping ult. But Lúcio has active teamfight presence, is a threat and a priority target and not an easy one to take down, he’s usually the hardest target to down after the tankline. At 200 health he can tank a Widowmaker bodyshot to pop the health boost right after and be back at over 150 before the second one. He can effectively stall melee range ultimates on startup (Winston/Genji/Reaper) and unlike Mercy, there isn’t a beam telegraphing his position for the enemy team to pick off before the clash. Lúcio just far outlives any other support hero in the game. And with that, comes another boon: Lúcio has almost unparallelled objective pressure. This also interacts with the way the contest/overtime rules work in Overwatch, but essentially characters with staying power that are able to just “survive” in or around the objective have inherent value. Hence the desperation Dva rushes, the Tracer touch-blink-touch patterns, the likes. Lúcio is just inmensely sticky and can delay objective takes or lenghten his team’s control around them, by himself, for far longer than most other heroes. I’d say the only other non-tank character with comparable objective delay and pressure is Mei (she has been in fact used to stall objectives with different degrees of success in a few metagames), but she has a ton of range/mobility issues and so she’s almost never played in competitive environments. So yeah, Lúcio. Tools that no other character gives, gameplay with little room for error, the outright best hero in the game in a lot of maps, and lots of resilience and objective pressure. No wonder.
So, every so often people kick around why they think Core 2.0 is definitely happening or definitely wishful thinking and while I tend toward the latter, I don't recall ever seeing anyone actually think about what would be in it. So, I did. My starting point was obviously the original core set. I counted up how many cards per type in each faction had, and then cut everything back to 1x and then looked in Genesis and Spin cycles to fill them back out to similar proportions. Cards on the MWL obviously had to go for the most part, with exceptions noted where appropriate. Runner notes Anarchs wound up with the whole Caissa suite, because Yog and Parasite have been consigned to oblivion, Darwin simply is inviable with CVS out there, and killing Keyhole was a specific goal! Those specific cuts basically said "1x of every other Core/Genesis/Spin program." The Caissa need either some retemplating or an entry in the RRG, given they've been FAQ-fodder since their inception. I kept Wyldside because it's frankly iconic, and mostly only abusable in concert with Faust/Pancakes. Criminal Events had one of the only instances where there were exactly as many Events in GeneSpin as were needed to fill out the card count. Doubles showed up, so that will entail an update to the rulebook. (Which we should do anyway, as this should get the modern Learn To Play/Rules Reference Guide treatment.) I kept E3 Feedback implants, because Adam really needs that to stay viable. Kate is the next card to be put on the bus. She's just too efficient, and every other ID has to answer why you'd pay that opportunity cost. But, they also got a lot of iconic tools to add back into the mix. Replicator and Rabbit Hole seem odd when everything is 1x per set, but if AGOT can put the "Buy Another Core Set" writing on the wall with an entire mechanic built around duplicate copies of 1x signature characters, we can roll with a couple of cards that are a subtle hint. Genesis and Spin were really a great time for Shaper, and they're going to be quite strong in a Core-only environment. Neutral was tough. There are no new neutral programs to compensate for Crypsis going down to 1x, but since all factions got an expanded suite of in-faction options, it should be fine. Plascrete was retired, because the writing on the wall for some time now is that runners will have to play around Scorch in other ways. I went ahead and doubled up a select few economy cards to enhance single-core play, even though that will slightly diminish the value of repeat buys. Corp Notes HB was also tough. ETF has to go because it's even worse than Kate; but there are precious few viable replacements. Happily HB had a number of cards that I was delighted to retain, and some old boxwarmers that might be worth another look in a post-Yog world. Jinteki didn't have a lot of wiggle room. I frankly think Caprice is a little too binary and has been meta-defining for far too long, so she did not make the cut. NBN was an exercise in frustration. I was reminded of how NBN was so bad for so long, as GeneSpin is replete with overcosted, underperforming cards. Ultimately I had to expand the search parameters to Lunar cycle because the alternative was to give a reprieve to some inexcusable wastes of cardboard. But, with Astroscript and Breaking News both being cut, SanSan City Grid stays in play. Ultimately I'm rather chuffed with NBN's agenda suite--I suspect the recent influx of NBN 4/2s and 5/3s means something is in the offing for them, and Datapool is a fine card. Weyland was just as hard. Weyland's entire ice suite from Genesis is a total write-off, so I likewise had to dip into Lunar to fill out the roster. I assume Power Shutdown will get an errata, but it's not completely necessary in the absence of Accelerated Diagnostics. I wanted to include Crisium Grid, but I am very much looking forward to this nonsense of "neither successful nor unsuccessful" going away forever once both Crisium Grid and Jackson rotate out. Neutral broke my heart; there simply was not a great number of neutral cards to increase the count of cards by title. Every neutral Ice made the cut, and the economy cards weren't as diverse as I would like. So, there you have it. The card variety is vastly increased, many problem cards are banished or deprived of their abusive combo partners. On balance, I think the game was in a really good place at this point in the meta and it should make for a good taste of things to come for new players. Noise: Hacker Extraordinaire Event (8) 1x Déjà Vu 1x Demolition Run 1x Quest Completed 1x Retrieval Run 1x Singularity 1x Stimhack 1x Surge 1x Vamp Hardware (3) 1x Cyberfeeder 1x Deep Red 1x Grimoire Resource (4) 1x Ice Carver 1x Liberated Account 1x Scrubber 1x Wyldside Icebreaker (6) 1x Corroder 1x Force of Nature 1x Knight 1x Mimic 1x Morning Star 1x Wyrm Program (11) 1x Bishop 1x Datasucker 1x Disrupter 1x Djinn 1x Hemorrhage 1x Imp 1x Medium 1x Nerve Agent 1x Pawn 1x Rook 1x Scheherazade Gabriel Santiago: Consummate Professional Event (14) 1x Account Siphon 1x Easy Mark 1x Emergency Shutdown 1x Executive Wiretaps 1x Forged Activation Orders 1x Hostage 1x Inside Job 1x Lawyer Up 1x Leverage 1x Networking 1x Recon 1x Running Interference 1x Satellite Uplink 1x Special Order Hardware (3) 1x Desperado 1x Doppelgänger 1x e3 Feedback Implants Resource (7) 1x Bank Job 1x Compromised Employee 1x Crash Space 1x Data Dealer 1x Decoy 1x Fall Guy 1x Mr. Li Icebreaker (5) 1x Aurora 1x Faerie 1x Femme Fatale 1x Ninja 1x Peacock Program (3) 1x Crescentus 1x Sneakdoor Beta 1x Snitch Chaos Theory: Wünderkind Event (10) 1x Diesel 1x Eureka! 1x Indexing 1x Modded 1x Notoriety 1x Power Nap 1x Quality Time 1x Test Run 1x The Maker's Eye 1x Tinkering Hardware (7) 1x Akamatsu Mem Chip 1x Dinosaurus 1x LLDS Processor 1x Rabbit Hole 1x Replicator 1x The Personal Touch 1x The Toolbox Resource (5) 1x Aesop's Pawnshop 1x Personal Workshop 1x Sacrificial Construct 1x The Helpful AI 1x Woman in the Red Dress Icebreaker (6) 1x Battering Ram 1x Deus X 1x Gordian Blade 1x Pipeline 1x Sharpshooter 1x ZU.13 Key Master Program (4) 1x Deep Thought 1x Magnum Opus 1x Net Shield 1x Paintbrush Event (7) 2x Infiltration 1x Kraken 2x Lucky Find 2x Sure Gamble Resource (7) 1x Access to Globalsec 1x Armitage Codebusting 1x John Masanori 1x Kati Jones 1x New Angeles City Hall 1x Public Sympathy 1x Underworld Contact Icebreaker (1) 1x Crypsis Haas-Bioroid: Stronger Together Agenda (3) 1x Accelerated Beta Test 1x Mandatory Upgrades 1x Project Ares Asset (5) 1x Adonis Campaign 1x Aggressive Secretary 1x Encryption Protocol 1x Isabel McGuire 1x Rex Campaign Upgrade (3) 1x Ash 2X3ZB9CY 1x Corporate Troubleshooter 1x Experiential Data Operation (7) 1x Archived Memories 1x Biotic Labor 1x Blue Level Clearance 1x Green Level Clearance 1x Reclamation Order 1x Rework 1x Shipment from MirrorMorph Barrier (2) 1x Eli 1.0 1x Heimdall 1.0 Code Gate (3) 1x Gyri Labyrinth 1x NEXT Bronze 1x Viktor 1.0 Sentry (4) 1x Fenris 1x Ichi 1.0 1x Janus 1.0 1x Rototurret Jinteki: Personal Evolution Agenda (3) 1x Braintrust 1x Fetal AI 1x Nisei MK II Asset (6) 1x Edge of World 1x Project Junebug 1x Ronin 1x Snare! 1x Sundew 1x Zaibatsu Loyalty Upgrade (2) 1x Akitaro Watanabe 1x Hokusai Grid Operation (4) 1x Celebrity Gift 1x Neural EMP 1x Precognition 1x Trick of Light Barrier (2) 1x Himitsu-Bako 1x Wall of Thorns Code Gate (5) 1x Cell Portal 1x Chum 1x Marker 1x Sensei 1x Yagura Sentry (3) 1x Neural Katana 1x Swordsman 1x Tsurugi Other (2) 1x Data Mine 1x Whirlpool NBN: Making News Agenda (3) 1x Project Beale 1x Restructured Datapool 1x TGTBT Asset (2) 1x Ghost Branch 1x Marked Accounts Upgrade (4) 1x Bernice Mai 1x ChiLo City Grid 1x Red Herrings 1x SanSan City Grid ★ Operation (9) 1x Anonymous Tip 1x Big Brother 1x Closed Accounts 1x Invasion of Privacy 1x Midseason Replacements 1x Psychographics 1x SEA Source 1x Shipment from SanSan 1x Sweeps Week Barrier (2) 1x TMI 1x Wraparound Code Gate (3) 1x Pop-up Window 1x RSVP 1x Tollbooth Sentry (3) 1x Data Raven 1x Matrix Analyzer 1x Troll Other (1) 1x Universal Connectivity Fee Weyland Consortium: Building a Better World Agenda (4) 1x Geothermal Fracking 1x Hostile Takeover 1x Posted Bounty 1x Project Atlas Asset (4) 1x Executive Boot Camp 1x GRNDL Refinery 1x Security Subcontract 1x The Root Upgrade (2) 1x Sealed Vault 1x Research Station Operation (9) 1x Aggressive Negotiation 1x Beanstalk Royalties 1x Commercialization 1x Oversight AI 1x Power Grid Overload 1x Power Shutdown 1x Punitive Counterstrike 1x Scorched Earth 1x Shipment from Kaguya Barrier (4) 1x Curtain Wall 1x Hadrian's Wall 1x Hive 1x Ice Wall Sentry (4) 1x Archer 1x Caduceus 1x Errand Boy 1x Shadow Agenda (6) 1x Corporate War 1x Executive Retreat 1x False Lead 2x Priority Requisition 1x Private Security Force Asset (5) 1x Melange Mining Corp. 2x PAD Campaign 2x Private Contracts Operation (3) 2x Hedge Fund 1x Interns Barrier (2) 1x Paper Wall 1x Wall of Static Code Gate (2) 1x Enigma 1x Quandary Sentry (3) 1x Dracō 1x Grim 1x Hunter Other (1) 1x Chimera
One-touch Double Barrier Binary Option Values. August 1996; Applied Financial Economics 6(4):343-346; DOI: 10.1080/096031096334141. Authors: Cho-Hoi Hui. 27.99; Hong Kong Monetary Authority ... One-Touch Option: A one-touch option is a type of contract that pays a premium if the price of an underlying market or asset reaches a predetermined target price. One-Touch Double Barrier Binary Option Values. Applied Financial Economics, Vol. 6, pp. 343-346, 1996. 4 Pages Posted: 8 May 2007. See all articles by Cho-Hoi Hui Cho-Hoi Hui. Hong Kong Monetary Authority - Research Department. Abstract. The valuation and applications of one-touch double barrier binary options that include features of knock-out, knock-in, European and American style are ... Using a conventional Black-Scholes option-pricing environment, analytical solutions of the options are derived. The relationships among different types of one-touch double barrier binary options are discussed. An investor having a particular view on values of foreign exchanges, equities or commodities can use the options as directional trades or structured products in financial market. The valuation and applications of one-touch double barrier binary options that include features of knock-out, knock-in, European and American style are described. Using a conventional Black-Scholes option-pricing environment, analytical solutions of the options are derived. The relationships among different types of one-touch double barrier binary options are discussed. An investor having a ... One-touch double barrier binary option values. Applied Financial Economics,343-347. Jun, D., & Ku, H. (n.d.). Cross a barrier to reach barrier options. Journal of Mathematical Analysis and Applications, 968-978. Kuznetsov, A. 2009. The Complete Guide to Capital Markets for Quantitative Professionals.New York: McGraw-Hill. ISBN 0-07-146829-3. Taleb, N. (1997). Dynamic hedging: Managing vanilla ... option there are four basic types combined with barrier feature: up-in, up-out, down - in and dow n - out. Conside r an Ame rican (also known as “One - touch”) up - in We extend the binary options into barrier binary options and discuss the application of the optimal structure without a smooth-fit condition in the option pricing. We first review the existing work for the knock-in options and present the main results from the literature. Then we show that the price function of a knock-in American binary option can be expressed in terms of the price functions ... According the paper of Hui (1996) - One-touch double barrier binary option values the price of a knock-out double barrier option is: This option pays out a predefined cash amount if the lower or u... Double one-touch binary options are preferred by many traders as they allow you to profit even if you arent able to accurately predict the prices direction of movement. They work in a similar fashion to one-touch binary options with one considerable difference – here you have two trigger levels, one above and one below the spot price, and hitting each one will render the option “in the ...
If you are right it is possible to double your investment very quickly. One Touch: this option allows you to choose whether you want to have a boundary placed at an above price level above or ... This is the one of many strategy that I think is The best trading strategy for binary option trading system with TNT (Touch/No Touch) option. The purchase contract is specially for "DOES NOT TOUCH ... Binary Options Strategy Binary Options Method Binary Options Signals Binary Options School Binary Options Robot Forex Strategy Forex Method Forex Signals Forex Secret #expertOption #Binary.com # ... Free binary bot with Higher Lower in one bot - Duration: 10 ... Make 10 usd Every 50 Seconds Trading Binary Options 100% WINS - Profitable 2018 Trading strategies - Duration: 5:58. Proudly Tech ... Binary options safe trading No touch Strategy 100% Winning STEPS Sign up for free trading account to try on demo .using the link below https://record.binary.... Go here for my no.1 recommendation: http://goo.gl/oSqjY2 Read below for my Updown Signals Review Up Down Signals is a proven and effective binary options web... One-touch double barrier binary options are path-dependent options in which the existence and payment of the options depend on the movement of the underlying price through their option life. Category This is a new script update for TNT 100 script. TNT 100 is a Robot Trading for Binary.com Binary Option Trading System that specially used for trade in Touch No Touch trading type. In the case of a double-one-touch binary option the asset price must touch on both of those values for the contract to pay out. In the case of a double-no-touch binary option, the asset price must ... iqbinary.in Start Binary Trade ::: http://bit.ly/2xKlZ4K Start Auto Trade ::: http://bit.ly/2D957aM Get Token For Auto Trade ::: http://bit.ly/2DT2T0E Start ...