This article was written with the feedback of ~300 highly engaged players from the different autochess reddit communities (TFT, DOTA Underlords, Chess Rush...), which participated in interviews and on a poll whose results are available here. They’re especially thanked by name at the end of the article. submitted by JB-Dev-Bcn to TeamfightTactics [link] [comments] In January 2019, Drodo Studio’s Dota Auto Chess mod became insanely popular. Many companies (including household names like Valve, Riot, Ubisoft and Blizzard) rushed to release their own versions. It seemed like the beginning of something big like MOBA or Battle Royale. But it has been more than a year now and the hype seems to have vanished completely. As quickly as it rose, it went away… This is the first on a series of articles where we will analyze the autochess genre. Here we will be exploring the genre’s history, its current market situation and its audience. And also, what are the core design issues that autochess suffers and that no one has been able to solve yet. https://preview.redd.it/tc2c19k4ipg61.png?width=1024&format=png&auto=webp&s=487539f51e104ee7d1aae1a6ded7447b1dee11ca It really helps me if you check this article (or similar content) at my blog https://jb-dev.net/ A HISTORICAL PERSPECTIVEThis wasn’t the first time that a mod got the spotlight and ended up becoming the foundation of a genre. It happened in several major, industry-defining cases before (some of which are Team Shooters, MOBAs, Battle Royale…). But on some of these cases events unfolded differently. So we identify 3 distinctive eras related to the evolution of the industry:1st Era (2000s): AssimilationThe company whose original software had been modded (or had a close enough game, like Valve) moved quickly to absorb the successful mods and turn them into even more successful products.Since at that point creating a major game release was very complex (required an expensive development, publishing deals and an infrastructure to distribute the product), the deal was profitable for both sides. But it meant the dissolution of the identity of the original creator team, which became embedded in the bigger company culture. https://preview.redd.it/abyi6d2jipg61.png?width=461&format=png&auto=webp&s=d4171bf9344a162e695a75a91d18eec8206b9123 Team Fortress (1999) was originally a Quake mod. And Counter-Strike (2000) started out as a fan-made mod on the Half Life engine. Both games (and creators) were quickly absorbed by Valve. 2nd Era (2010s): IntegrationBy this time, the previous era model still was going on… but the gaming industry had significatively grown a lot and it was also possible for smaller or even new companies to lure the original developers, and use the mod as a proof for commercial success in order to secure funding and develop it as a full title.The main characteristic of this era is that the original developers were able to keep a bigger share of control and relevance, rather than being integrated as just another gear on a bigger machine, because the companies they joined built their own identity around that key product. This was the case of Riot Games: They were able to raise enough money for the creation of their company through family and angel investors, and then hire some of the original creators of DOTA, and then created League of Legends. https://preview.redd.it/vl6h2l7lipg61.png?width=763&format=png&auto=webp&s=414abb3da2b169966b7bf757a6116f86ef3748d2 Defense of the Ancients (DotA), the foundational title for the MOBA genre, appeared in 2003 as a fan-made custom scenario of Warcraft 3. Foreseeing commercial potential on a full game based on the concept, Riot games and Valve both battled for the Dota IP and the original developers, eventually releasing rival titles League of Legends and Dota2. Interestingly, Blizzard (owners of Warcraft 3) tried to replicate the success without the mod creators in Heroes of the Storm (2015), which hasn’t been as successful as the other two.A similar case happened with battle royale, which also started in 2013 as a successful DayZ mod created by the modder nicknamed PlayerUnknown. Later, it was transformed into a full product through the acquisition of the developer by a korean company (which would later be renamed as the PUBG Corporation, again showing how the company grew around the game rather than assimilating it). This case hints what would later happen with Auto Chess, since Fortnite wasn’t involved in any way with the original creators. They just copied the concept. Fortnite was a product stuck in a kind of development hell (had been 6 years in the works). As the game was getting close to the release, the developers became impressed by PUBG’s success, so they created a quick Battle Royale spin-off which became insanely popular and eventually ate the rest of the game. https://preview.redd.it/zkdv4jjqipg61.png?width=808&format=png&auto=webp&s=0e7ad39e5db4d83b6b927587b59bf1c81fe0ef85 Player Unknown’s Battlegrounds (2017), foundational title of the modern battle royale genre, is the successor of PlayerUnknown’s DayZ: Battle Royale, a popular mod for DayZ (which on itself is a mod of ArmA3, making it a mod of a mod lol). The success of PUBG inspired Fortnite (a title on the later stages of a troubled development at the time) to spin towards that genre, becoming PUBG‘s main competitor. 3rd Era (2020s): FragmentationIn all the cases presented previously, the newborn genre ended up in the release of one or two titles which accumulated most of the business. But this hasn’t been the case here.In Autochess, the newborn genre has been quickly fragmented into a big list of competitors. Some are standalone games (like DOTA Underlords or Autochess: Origins), but there’s also several service-model games which released their autochess mode as well (like Hearthstone’s Battlegrounds or TeamFight Tactics, which at the end of the day is a side-game mode of League of Legends). This creates an interesting precedent, which I believe will define future cases where an innovative new game concept appears: The hot idea will be cloned very fast because today the main bottleneck in the industry is having an innovative design that generates player interest and engagement. By 2020, it’s way easier to create and distribute a game, there are way more developers hungry for a hit than ever before, and a lot of service-model games with short development cycles always looking for something juicy for their next update… so new ideas becoming red oceans fast will be the norm. For sure, this won’t affect the ability of small developers and modders to innovate, but it will affect their ability to leverage that to become successful on an independant level, before they get cloned. https://preview.redd.it/51jbq4jwipg61.png?width=1024&format=png&auto=webp&s=fdfcfeb82e73b48210c4d93386438268d6dcbe3b Dota Auto Chess, was a Dota 2 mod which obtained massive popularity. After a failed acquisition from Valve (owners of Dota), the mod developers (Drodo Studios) went to create the mobile standalone Auto Chess: Origins, while still maintaining the PC version linked to Valve.On Autochess, the fragmentation and fast release pace came at the cost of innovation, though. These games feature few unique selling points compared to the original DOTA Autochess experience: TFT’s ‘anti-snowballing’ character selection rounds, Underlord’s bosses and fast-track mode…. And ultimately, they haven’t fixed the core issues of the original game, which separates it from a true hyper-successful product like MOBA. MARKET STATUSBecause of the rain of clones, it’s hard to map all the autochess games on the market. It doesn’t help that some of them are available in both PC and Mobile (playable in PC, Mac, Android and iOS), and also they’re exclusive to different PC stores (Dota Underlords is only on Steam, TFT is on Riot’s LoL launcher, and Autochess Origins is only at the Epic Store…).And if that wasn’t enough, the Auto Chess mod in DOTA2 is still very active and has no signs that it’s going to be dying soon. It’s still being regularly updated, and presumably still profitable: Some months ago they added a battle pass system, with its revenue shared between Valve and Drodo. https://preview.redd.it/8w2lrid0jpg61.png?width=854&format=png&auto=webp&s=3697396edd8af2dff3f8e25cb2dd3829635506d0 What’s interesting is that none of the contenders has been able to become massively successful in terms of monetization, at least not in terms comparable to even a second or third tier MOBA. And while there are definitively different tiers of following among these titles (led by Riot Games’ TeamFight Tactics), it seems that none of them has been able to gather under its banner a significant amount of players, mobile downloads or Twitch Views… Sources: AppAnnie (mobile metrics), TwitchMetrics (twitch) So ultimately, we’re dividing the autochess market into 3 categories: Squires, Would-be Kings and Peasants.
SQUIRE: The gameplay of TeamFight Tactics (slow tempo, no team coordination, decreased attention requirement…) makes it a nice relief mode to play between LOL matches, which is its purpose in the foreseeable future. If there ever was an intention to make it a standalone game, it vanished together with the player interest on autochess…
DOTA Underlords is an extremely polished product in terms of graphics, character design and UX, and yet another proof that Valve devs really know how to do great games. Too bad they aren’t as good at releasing third installments. THE AUDIENCEWe are of the belief that you can’t talk about a game and not talk about who plays it, and that players say more about a game than analyzing all its features and mechanics. So with this in mind we collected answers from ~300 autochess players (check the raw data here). After examining their responses, we’ve identified 3 main player profiles (the comments on each profile are literal):https://preview.redd.it/satixy6cjpg61.png?width=934&format=png&auto=webp&s=80623e39c57f1252b3fc5d04db1d2a20b06928e2
What these profiles have in common, other than being hardcore gamers and having a big interest in competitive games, is the fact that they enjoy the lack of micromanagement, and the demand of reflexes and dexterity of autochess. This is quite interesting, considering that the genre foundation is so close to MOBAs, which are extremely demanding on those aspects. Overall it seems that they belong to audiences below the MOBA umbrella which are currently being alienated by the bulk of ‘younger and dexterity focused’ players. And when it comes to platforms, it seems that even though the barrier between the classic gaming platforms and mobile is progressively disappearing, the genre is still mainly focused on PC: Out of the ~300 players that answered, 50% said that they play exclusively on PC, 25% played primarily on Mobile, and the remaining 25% played in both. https://preview.redd.it/a25azxggjpg61.png?width=962&format=png&auto=webp&s=dc3677e4203abb44d5b60cc2b55e01f4fe839f74 Players said that they enjoy the focus of the game in planification, as opposed to the focus on execution and performance of MOBAs. And when asked about their main points of frustration, they pointed out 2 main topics: 1.- The strong luck factor that has a strong impact on making you win or lose regardless on how well you played. 2.- The fact that the game eventually becomes shallow and repetitive, fueled by the fact updates were unexciting and not rotating the meta.Surprised by the fact that players mention randomness as a factor of both enjoyment and frustration? Don’t be! Competitive players tend to have a love-and-hate relationship with luck, because they tend to consider that external factors outside of skills (money spent, better draw…) stole their well deserved victory. And it’s even more frustrating in autochess, because there’s a strong snowball effect: Players that obtain a big advantage early on in the game become hard to catch later on. Which means that a few bad or good draws early on can decide the rest of the match. There hasn’t been a single feature more criticised in Magic: The Gathering than the randomness of drawing mana. And yet, luck it’s part of what makes MTG stand out compared to other CCGs: For experienced players, it introduces uncertainty and the need to take risks and gamble, like they’d do in poker. And for rookies, it allows beating someone that has better skills and has a better deck, if Lady Luck is on their side. Won’t happen often, but it will feel awesome when it does. Like a friend likes to say: The best feeling in MTG is to draw a mana when you really need it. And the worst? To draw it when you didn’t. This goes to say that in autochess, perhaps the power of luck needs to be reviewed, but it would be a bad decision to completely remove luck from the equation. DESIGN CHALLENGESIn this awesome DoF article, Giovanni Ducati already pointed out the two main problems that the games in this genre need to solve to achieve real success: Bad long term retention and low monetization.To these issues we would add a third one, which is bad marketability: Contrary to their big brothers League of Legends and DOTA2, these games haven’t been able to achieve high organic downloads (at least not to be able to generate significant revenue through soft monetization mechanics). What’s even worse is that all these games, their themes and target audience are quite close to RPG and Strategy, which are genres with some of the highest CPIs on the market. So they need top-of-the-class retention and monetization to get a high enough LTV to scale up. But why do these games fail at keeping players entertained for a long time? And why don’t they monetize enough? Here’s what we think: Flat Complexity & ProgressionYou have some games out there which have a strong entry barrier due to being quite complicated to grasp. But for those that can deal with the numbers and stats, the depth will keep them entertained for months and years. This is the case in most RPGs and 4X strategy games. And then you have hypercasual games, which are simple and plug and play. So they generate a great early engagement, but are too shallow to keep users hooked for a long time.As a genre, Autochess games are in the middle ground: they have a high entry barrier, but also lack the complexity to keep players engaged for a long time… As a general rule, games with long retention tend to follow Bushnell’s Law of being easy to learn and difficult to master. They achieve that by having what we call an unfolding experience: They appear simpler at the beginning (not necessarily easy), but require thousands of hours of practice to master. An example of this are games that level lock most of the game complexity, so the player understands and masters only a set starter mechanics. And then, progressively unlock new modes and demand more specialized builds and gameplay, repeating the cycle several times to keep the game always interesting while attempting to avoid being overwhelming. https://preview.redd.it/e9f8s8tkjpg61.png?width=1024&format=png&auto=webp&s=825c85b7c479b3bf05fc43ac668cbd1eddf17c97 In World of Warcraft, character depth is huge. But this complexity is unfolded progressively, forcing the player to spend time mastering each skill and activity as they level up, before moving further.Another approach to the same idea are competitive games focused on mechanical ability, dexterity or micromanagement. Like CS:GO or Rocket League. They may unlock all the mechanics from the beginning, but a newbie player will only be able to focus and manage some of them, and then progressively discover and master the rest in an organic way. https://preview.redd.it/42cbth8njpg61.png?width=951&format=png&auto=webp&s=241cd59b4468cabf2d0d24e1a4e3a703b74ada51 Rocket League hides its complexity by matchmaking early players with others of a similar skill. This makes beginner players viable even if they grasp only the basic mechanics. But, as they climb further, they’ll face rivals that take those basic skills for granted and the player will need to master more challenging techniques to keep up.League of Legends and Overwatch are actually a combination of both: The game first introduces the player to a small selection of heroes which progressively gets expanded, while at the same time having an insane mastery depth that requires a high APM and reflexes, team coordination and thousands of hours of practice. Contrary to any of those examples, Autochess games throw everything at you from the beginning: Character Skills, Synergies, Unit Upgrade, Gold Management, Items… It’s a lot to swallow. And there’s not even enough time to read what each thing does before the timer runs out. This creates a complex, overwhelming first impression that drives many players out. But that’s quantity, not depth. Once you’ve gone through that traumatic starting phase, you’ve grasped all the mechanics and you know which team builds are dominating on the meta, it’s just a matter of making it happen by taking the right decisions and adapting to a few key draws. Eventually, unless luck is really against you, your skills won’t be challenged and you won’t have new mechanics to master. At that point, winning will be based more on the knowledge of the content database and luck rather than your planning and strategic ability. And that’s boring. So ultimately, these games are hard to grasp for a newbie, but also lack the ability to keep players interested for a very long time since they eventually run out of new features and mechanics to discover and master. Unexciting Updates, Lack of CollectionOn top of that, autochess games seem to have a hard time adding content which reawakens player interest and makes churned ones come back.https://preview.redd.it/52umfcvqjpg61.png?width=796&format=png&auto=webp&s=dd8095e71d025886d3c0313187ead49587459453 The DAU that we would expect on a long term retention game: A decreasing trend of players until reaching a stagnation stage. At that point, a big update (or new season) is required to attract and reengage users back with new content. This is the model we would see on Fortnite or Hearthstone, but it’s not what we see in most autochesses.On this topic, perhaps the one that has put the most effort is Riot’s TFT. Each season update, the game releases a new series of heroes, synergies, items and rebalances, as well as a big bunch of cosmetics. This generates a short lived boost on revenue (due primarily to players buying the pass) and downloads, but ultimately nothing that really moves the needle in a relevant way. ‘Why seasonal updates don’t work?‘, you may be asking. Part of the reason is that TFT, as well as every major contender do not include elements of content progression or collection. Instead, they all stick to the roguelike approach of the original mod: Players have access to the same set of units, and build their inventory exclusively during the match. While at first this seems a good idea, since it keeps the game fair in a similar way to MOBAs, it’s oblivious to the fact that new units do not offer the same amount of gameplay depth as in League of Legends. In LoL, a new unit means weeks or even months of practice until mastering timing, range and usage of the skills, how they interact with every other champion, etc… In comparison, in TFT the new content can be fully explored in just a bunch of matches, both because the new content doesn’t offer that much depth to start with and because it’s available from the moment the player gets the update. By lacking content progression and collection, autochesses miss the opportunity to create long term objectives after an update, more innovative mechanics and less repetitiveness. As a consequence, they have it really hard to hype players on updates. Big ‘Snowball Effect’In game design, the snowball effect refers to the situation where obtaining an advantage or dominance generates further conditions that almost invariably means winning the match. As you can guess, on competitive games this effect can generate a bad experience, especially when the divergence starts early on: The player that obtained the early advantage will keep on increasing the advantage and curbstomp the rest.For example, this can happen on a Civilization game if a player gets ahead of the rest acquiring key resource territories, and uses them to achieve a greater progress in tech and income at a faster pace than the rest. Or in League of Legends if a team scores a bunch of early kills and levels up, becoming more able at scoring even more kills… https://preview.redd.it/s07v5umtjpg61.png?width=620&format=png&auto=webp&s=ae14e6101c2c35da175150251bf592d0598fb76c In this match of Age of Empires 2, the red player (Aztecs) managed to decimate the blue player (Turks) military units early on. Since without an army it was impossible for the blue player to secure enough resources to perform a comeback, for the next 2 hours the blue player was in a pointless, hopeless match. Kudos for not abandoning, though!Autochess games have a huge snowball effect, due to the following reasons:
TeamFight Tactics attempts to decrease the snowball effect by introducing Carousels: rounds where all players pick a character from a list, and where the players that are losing (i.e. have less health) get to choose first. While this decreases the issue, it doesn’t really solve it… It just makes that smart players aim to lose on purpose at the beginning so they can get the better pick and generate the snowball slightly later on.
Excessive Match LengthCompared to PC, on mobile is much harder to keep the player focused for a long period of time on a single session. And having a very long minimum session kind of goes against the premise of being able to play anywhere which is a primary strength of mobile as a gaming platform. This is a problem for autochess games since a single match can last for 30-45 minutes of synchronous, nonstop gameplay.https://preview.redd.it/eh020bi1kpg61.png?width=1280&format=png&auto=webp&s=5e98aefdec1c79141d7fe13d02acfadb13e789b7 The knockout mode in Dota Underlords aims to make the game more accessible by skipping the slow beginning of the match (you start with a pre-setup army), and by simplifying the health and fusion systems. This shortens the matches to ~15 minutes, which is still too long for mobile, but better than 30. The problem is that it also increases the snowball effect, since the match has less turns to allow comebacks, and makes any mistake (or a bad roll) way more punishing.‘Isn’t the solution just make the match shorter?’, you’re probably wondering. Unfortunately, there are several reasons that make this more challenging to the core design than what it seems:
FINAL THOUGHTSThe history of the autochess genre serves as an example of the risks of design endogamy: The devsphere rushed to clone Auto Chess, and before a year all the major contenders were in the board. But that speed came at a cost: None of these projects has brought the concept much further than its original conception, and in doing so they haven’t solved any of the core issues.https://preview.redd.it/jptzdrj8kpg61.png?width=1280&format=png&auto=webp&s=8f3fb34eb46b610e6ee355ba47782c804cb74186 The folks at Riot games developed the TeamFight Tactics in less than 5 months. This allowed them to release while the hype was still at its peak… but it also meant it added just a couple of improvements, and it’s otherwise very similar to the original Auto Chess mod.After seeing all these projects fail to meet the big expectations that were placed on them, the question is if perhaps the best approach was to avoid rushing, and instead tackle the genre with a title that is not a clone, but rather a more groomed, accessible and innovative successor of the original idea. In our next article on this series will make an attempt to see how such a game could be, rethinking the spirit and fresh design ideas of autochess to solve the issues mentioned above. (May take a while though, I want to focus on smaller articles for a couple of months…) Meanwhile, if you want to read more about this genre, we suggest you these awesome articles from the folks at DoF: Why Auto-Chess can’t monetize – and how to fix that and How Riot can turn TFT into a billion dollar game Special Thanks to…These articles wouldn’t have been possible with the collaboration of ~300 members of the reddit communities of the different auto chess games who provided us with feedback and data. You folks have been incredible solving all our doubts. One thing that this genre has is some of the most awesome players around.So big kudos for Brxm1, Erfinder Steve, Xinth, Zofia the Fierce, STRK1911, LontongSinga22, bezacho, hete, NeroVingian, marling2305, NOVA9INE , asidcabeJ, Eidallor, Rhai, Lozarian, bwdm, Toxic, Ruala, Papa Shango, MrMkay, Dread0, L7, kilmerluiz, Amikals, Sworith, Tankull, B., hete, Bour, Denzel, DeCeddy, Diaa, hamoudaxp, Benjamin “ManiaK” Depinois, Katunopolis, DanTheMan, MikelKDAplayer, 0nid, Tobocto, Tiny Rick, phuwin, Alcibiades, triceps, d20diceman, shadebedlam, stinky binky, Tutu, Myuura, suds, Kapo, Hearthstoned, Engagex, Pietrovosky, Daydreamer, Doctor Heckle, Ignis, ShawnE, NastierNate, LeCJ, Nene Thomas, Chris, trinitus_minibus, Nah, Kaubenjunge1337, Mudhutter, Asurakap, Nicky V, shinsplintshurts, bobknows27, Willem (Larry David Official on Steam), Jonathan, Dinomit24, Monstertaco, GangGreen69, Veshral Amadeus Salieri (…lol!), Kuscomem, Cmacu, Pioplu, Dilemily, qulhuae, Ilmo, MarvMind, facu1ty, crayzieap, Saint Expedite, Lobbyse, Lukino , tomes, Blitzy24, Mcmooserton, magicmerl, i4got2putsumpantzon, radicalminusone, Pipoxo, Kharambit, Bricklebrah, Rbagderp, Merforga, Superzuhong, Mo2gon, MoS.Tetu, MeBigBwainy, Zokus, CoyoteSandstorm, Stehnis, Noctis, Fkdn, Ray, Fairs1912, Fairs1912, Krakowski, HolyKrapp, Damadud, Pentium, Mach, Mudak, CaptSteffo, jwsw1990, Omaivapanda, Inquisitor Binks, Jack, yggdranix, GoodLuckM8, Centy, Prabuddha (aka Walla), dtan, Philosokitteh, Doms, ZEDD, Calloween, Synsane, Kaluma, GordonTremeshko , Djouni, DOGE, haveitall, ANIM4SSO, Task Manager, Submersed, BAKE, Viniv, La Tortuga Zorroberto, BixLe, Rafabeen, Blzane, bdlck666, FatCockNinja86, R.U.Sty, Yopsif, blesk, Quaest0r, FanOfTaylor, StaunchDruid, Rushkoski and everyone else that took some minutes to help us out on the article. |
D: Odacchi! I noticed an amazing thing!!! It is that if you show the Straw Hat Devil Fruit users in numbers, it will be the numbers from 1~10!!Oda’s answer is very interesting to say the least. We’ve seen him play with this (2.9.) thing with Kuma before as well:
Luffy→Gomu Gomu (5.6.5.6.), Chopper→Hito Hito (1.10.1.10), Robin→Hana Hana (8.7.8.7.), Brook→Yomi Yomi (4.3.4.3.)
(1.3.4.5.6.7.8.10), but there is no (2.9), so is the one who ate the Nikyu Nikyu (2.9.2.9.) no Mi, Bartholomew Kuma, gonna be a Straw Hat next? Please tell me!!! P.N. SHANKUS.LOVE
O: WHAAAAAT?! (shock) Gosh that surprised me! Why was I surprised?! NO COMMENTTTTTTT!!!!!!!! NEXT!!
Vidal is a beast of a player. He chased the ball every single minute and recovered it an absurd amount of times.Author: nigworms | Score: 148 pts | Source
Pique, Dembele, Semedo, Suarez and Busquets had an amazing game tonight.
It also seems that we do pretty well with the 4-2-3-1 formation with one of the two pivots (either Vidal or Raki) sometimes advancing further to the final third and helping with the attack.
I hope Valverde keeps experimenting with this formation since it seems quite successful.
We're winning games without Messi being on his top form, this is good. Theres no doubt that Messi will be back when it's the late stages of the season, and it's good to see the quality of the team showing what they have now and not being 100% dependant on him.Author: Monucan | Score: 140 pts | Source
Also that free kick would've went in if it wasnt for that Rayo player sprinting back, pretty genius plan in all honesty
Really enjoyable game. We shifted around so much, tried atleast 4 different setups - im excited for the game midweek.Author: AlbertoSanchez133 | Score: 103 pts | Source
We are starting to click. Just lacking a bit in the finishing department but its going to come as well.
Should try couts in mid more in the league. Dembouz semedo connection is a beaut. And suarez is looking better than he has all season. Vamooos
Apart from the Sevilla match, Barca have been winning tough games without depending on Messi these last couple of months. Good signs for the team and credit to Valverde for setting up the team to play as a collective.Author: MustafaCS | Score: 80 pts | Source
Rayo player gets the ballAuthor: [deleted] | Score: 67 pts | Source
Vidal: https://pbs.twimg.com/media/BYVbbddCIAA9sGm.jpg
Vidal man of the match for me. He breaks up play and gets the team back on the attack. Nobody better than him in that role.Author: ILikeMiley | Score: 25 pts | Source
Coutinho played better centrally so it was good to see EV change formation to accommodate him.
I think theres no A or B team at the moment. Almost every player is available for a rotation, that way we can A) fight the fatigue from the last half of the season and B) build the best team we can have against different opponents because not all of them can be hurt with only one formation.Author: Last_Lorien | Score: 24 pts | Source
I'm happy with this Barca.
Rayo gave us more trouble in their two matches against us than Real in four: fact.Author: rulerxwarrior | Score: 22 pts | Source
Dembelé + Semedo are a joy to watch: also fact.
Other assorted thoughts:
Coutinho in midfield looked rejuvenated. Let's build on this.
Piqué rules.
Messi was brilliant tonight, bar a couple of optimistic runs into walls of 6 to 8 defenders, but I'm sure plenty of people will keep insisting he's been off for months.
I enjoyed this match a lot. Not to deny Rayo their due, but it looked to me as if we were a predator circling the prey even when we were down a goal, and even when they were actually going for it near the end; I liked the "experimental", almost playful feel of most of the second half.
However, we committed enough mistakes to know what to be on the alert for (but not alarmed) against Lyon.
edit: in the post-match interview Piqué is emphatically defending Coutinho. No Piqué, Marca said you're fed up with him, don't you read the papers?
Dembele switched the game up with his pace, Rakitic added that element of skill too. All in all a nice game.Author: PacoTrippin | Score: 21 pts | Source
Cou please please get back in form, although if he does anytime now that would be perfect considering he would be integral in CL at his best.
Great game from Vidal, Suarez and Dembouz. Goat did his usual game, even though he was unlucky at times - whoever said around here that he s been bad doesnt get shit in football Demvele and Semedo work really nice together on the right. Our defence was really nice, even tho Umtiti seems a bit off, i dont know how to describe it- maybe rusty. Lastly, I wanna point out the fact that Malcom knew what he was getting into. Guys, I also feel bad for eveybody rotting on the bench, I myself know how horrible it is. But he knew what he was signing up for when coming here. Even though he may deserve more minutes, from some povs I can see why EV would rather try to being Couts back to form than give Malcom minutes: it would be more beneficial to the team in the long run. however, I do agree that Malcom should get more chances, but stop blaming EV for not playing him when there are 2 other 100m+ players competing for the same spot with hum. Over to the CL game, visca barca boys
Koeman: "Rest is an advantage for Real Madrid and Atlético Madrid, since they will not have a game during the week now. But I prefer to play every three days because it means that you are in all three competitions." - src @barcacentre
Koeman: "The Copa del Rey isn't easier because Real Madrid and Atlético Madrid are out. Those that remain are also very strong teams." - src @barcacentre
Koeman: "The calendar is what it is. We lack days and time to train things. We have to go fast to recover and prepare for the next game. We play at night, we're late at home... Now thank goodness that the game after this game is on Sunday, and at home." - src @barcacentre
Koeman: "Of course we want to win without the need for extra time. To achieve this we have to work, put in intensity... The most important thing is to go through to the next round." - src @barcacentre
Koeman: "Resting Araújo? If there is a moment that we think he has to rest, he will rest. Otherwise, he will play." - src @barcacentre
Koeman: "We try to fight for all the titles. But you have to be realistic; Atlético have a great advantage, a great run, and now they will have rest. But until it's possible, we will try the impossible." - src @barcacentre
Koeman: "Financial struggles? From what I've seen, the players are not impacted by this." - src @barcacentre
Koeman: "Sergi Roberto has done two training sessions with the group, but he still needs to do some more. On Friday we will have a tough training session, and then we will decide if he can play on Sunday." - src @barcacentre
Koeman: "It's important that players who can have a future here train with the first team from time to time. That's the case with Ilaix. If there are opportunities for him to enter the squad lists, we'll do it, so he can see that we trust him. He has a future here." - src @barcacentre
Koeman: "Messi is very eager to play, but tomorrow morning we will decide who will play." - src @barcacentre
Koeman: "Barça are one of the big teams that have suffered the most from COVID-19, for the attendance and for tourism. I think, however, that all the big clubs have bad financial numbers." - src @barcacentre
Koeman: "We will have to play against a difficult rival tomorrow, at a complicated stadium, and we have to be very focused." - src @barcacentre
Complete Price List of all CS:GO Skins, Knives, Weapons, Gloves, Cases, and Collections. Check Market Prices, Stats, Keys, Videos & Guides for all CS:GO Skins The CS:GO Weapon Case is the first series of Weapon Cases introduced in Counter-Strike: Global Offensive and contains 9 Valve-made finishes during the August 14, 2013 Arms Deal update. The Weapon Case requires a standard CS:GO Case Key to be opened. Since the release of Weapon Case 2, this crate is very rarely dropped. Add a photo to this gallery Add a photo to this gallery Open various CS:GO cases on our website at best prices. All trades work in the automatic mode via Steam bots. Customer support: [email protected] CS:GO Cases (also known as Weapon Cases) were introduced to CS:GO in the Arms Deal update. Players have a chance to receive a case as a drop at the end of a match. They require a key to open. Detail information about CS:GO cases: lists, prices, case descriptions on CS:GO Wiki. You can buy case on the site CS.MONEY Browse all CS:GO skin cases with market prices and details. Csgocases.com - Open CS:GO cases and get the best csgo skins! Probably the best case opening website in the web. Drop your dreamed skins. Pay by SMS. Insane skins are waiting for you! Introduction. In this list, you'll find the best and safest CSGO case opening sites in 2021. Use our free referral code "CSGOBETSPRO" to get free credit and cases to get a head start with your online CSGO cases.All the above sites are reputable and have a large number of users who instantly withdraw skins from their platform on a daily basis. When opened, a case will drop a randomly selected item from its drop list. As the potential loot from a case vary in rarity, there is not an equal chance of dropping each item. All weapons obtained from cases are at least of the Mil-Spec or "Rare" grade, with the coveted ★ Knives being the rarest.
[index] [914] [921] [1749] [5831] [3288] [8364] [3506] [2730] [2476] [4397]
This video will tell you the easiest way to get a knife. Keep in mind, this is not a video about how to get a knife for free. Opening cases is not worth it. ... CS:GO USP-S All Skins. This is a showcase of all USP-S With all skins in Factory New (FN). ===== 0:00 - Orion 0:11 - Kill confirmed... This was fun, I can't wait to do this again some day 8-) Also subscribe to me and Papas 2nd channel: https://www.youtube.com/channel/UCqck1kDsBbrlKWHGRsk7dbQ... So this is the 2nd time I do this, and it's still as fun! Might do it again in the future, but we'll see! :) Get our YouTooz at http://youtooz.comAlso subscr... Weapons List:0:00 SECONDARY Weapons4:02 SMGs5:47 RIFLES8:24 SNIPER RIFLES10:04 SHOTGUNS11:26 LMGs-----Weapon Showcase playlist:https://www.youtube.com/... Showcase of all the glove skins.=====★ Driver Gloves0:00 - Lunar Weave0:08 - Convoy0:16 - Crimson Weave0:25 - Diamondback0:34 - King... Here are the best desert eagle skins in CS:GO that you can buy in 2020. Watch until the end to see my top 10 favorite desert eagle skins.I showcase all the t... In this CS GO skins video, I analyze the different cs go cases to determine which is overall best to open. I ranked the cases by Price, Items In Case, & Kniv... Hey guys, it's been a while since I made one of these videos on CS:GO. We opened every CSGO Case from first to last and finished off with the new Souvenir Pa... Top 10 Best Drops In CS GO ️🔥Subscribe 🔥 ️ 🔥 Like 🔥 🔥 Comment 🔥
Copyright © 2024 m.betingtop.shop