Heres something ive been wanting to write for a little while and currently have a bit of time to get it started.
For a little while now ive noticed that I've had a different view on the game than most other people, and I think its primarily due to the fact ive seen myself as much better MOBA player than a Miniture games player (this isnt to say im good at either just im a bit more confident in my moba play). In fact it was one of the reasons I was drawn to the game so much. So i figured i could write it down as some people might find it interesting or useful for their own gameplay.
So what does playing Judgment from the point of view of a MOBA actually look like?
First off heres something thats a quite a bit more relatable to the average gamer. Phases of the Game. Ive identified 3 distict phases I think most players understand but perhaps havent really defined.
Setup Phase. This is the first turn of the game. As the opposing player is too far away this is the easiest turn to plan ahead for. This being said its also is considered its own phase as misplays and disruptive efforts from your oppenent can have drastic ripple on the rest of the game. This is very similar to your first couple of minutes or pre ultimate phase in a moba where you would likely have your exact movements, leveling, and item Purchases meticulously preplanned and prepared to a dregree far outweighing the rest of the game because similarly early misplays can and will cost you dearly.
So what are some of these early game plays you might use for your setup phase? Common ones include setting up a monster kill for a hero you want to set up before the rest of the game, Securing shrine defenses, and deciding whether or not to buy an item from your effigy on a character you feel particularly wants it. It can also include postioning aggrssors and setup characters for 2nd turn engagements, preparing your soulgazer to grab a soul, and various disruptive efforts such as stealing a monster kill or pushing/cursing a shrine holder to actually capture a shrine instead of just contest it.
The second phase I like to refer to as the Soul collection phase. This is the part of the game where most people will win or lose. This is often turns 2 and 3 (but can go longer) and will last until one person is at 3 or 4 souls. This phase is most simialr to the laning and team fight phases of a MOBA. This is the part of the game when most people think of the game this is what they think of. Every character doing the job they are expected to, agressors trying to score kills, soulgazers attempting to grab souls, supports setting up kills or using movement abilities to Premier effect. Mastery at this phase of thr game will see you to victory often.
The Endgame is the last phase. This is generally happens when 1 or both players get to a place where an effigy kill is on the table. (Or a soul Or two is all that's needed to close out a game). Generally one player will have an advantage and will be the one trying to close out a game. The other player will generally be desperately trying to not loose. Occasionally when being in the disadvantaged position the best call is to shoot for chances to close out the game yourself or go after a target holding 2 or more souls, even if the odds are a little long. This phase is most simialr to when a team has pushed into the base area and players throwing themselves at the enemy team trying to slow them down.
Later on I'll add warband construction theory from this point of view and possibly go into
Individual hero analysis if i fnd the time