Posted this to my blog, and forgot to post it here, so without further ado:
An Interview about Trials with Dr. Drizzay
First, do no* harm.
*For values of 'no' approaching 'vast and permanent'
Ive covered Drizz before with
my #Drizzstrats analysis post. But even beyond his plays, he's an insightful player. Below I wanted to capture some of his thoughts on our favorite game mode, Trials of Osiris.
(I also included a few comments from my Trials fireteam to help punctuate the interview.)
Thanks for joining me, Dr. Drizz. You ran a card with Korosenai & XplicitOne last night. Whats your general outlook on Trials as a game mode?
The main thing to remember: Trials is not about kills!! Its about orb control.
That's a really interesting viewpoint and explains why youre disappointed in high kill count rounds.
You've also said many times that 90% of Trials rounds are determined by the first kill. How does "Orb Control" translate into your team strategy when you get a pick?
We can control those orbs with snipers and primaries by playing off them.
And if your team has a death instead?
Yeah, that's a situation where you can't push out and die when you have an open revive (X) behind you.
I'd love to get more into those two scenarios with you another time, because I know theres a lot there. Y'all were trying to get in a flawless for Koro just before reset, but it didnt happen.
Haha, yeah, it was way too late, to be honest (4am). It was stiff competition, for sure. Very solid teams. Our final boss definitely didn't outplay us; our mindskill was just straight trashbin.emoji.
Mindskill isn't a term Ive heard before. Can you elaborate on that?
Igor: Mindskill is when you face a team that has an equal or better gunskill (aka krafty headshots) and you win because smart plays.
Broadly speaking, I consider three elements to PvP: gun skill, mind skill and communication.
Gun skill is a bit of a misnomer, I'd widen its net to include your use of guns, melees, grenades, supers and MOVEMENT. But it includes how well you aim, whether it's guns or grenades or supers. Gun skill is the conventional term used, but you can think of it as gameplay skill or thumbskill. Just the basic ability to kill someone before they kill you, winning 1v1s. Also includes STAYING ALIVE. So obviously your movement ability is huge.
Staying alive & movement seem like mindskill.
Mind skill is making the correct decision on whether to engage or retreat. Gun skill is executing that decision well. So mind skill is a lot of situational awareness and strategy, whereas gun skill is the in-game execution. The distinction is important because gun skill can only take you so far if mind skill is putting you in bad engagements.
Ape: Movement was the biggest "ah-ha" moment for me, learning to disengage is a tough concept when all you play is 6s.
Like if you watch krafty he'll challenge certain angles and hitting his shots is based on gun skill. But if that situation goes FUBAR, he needs mind skill to decide when and where and how to escape. Then gun skill again to execute the movement correctly that controls his angles so he isn't exposed from where he knows the enemies are chasing. E.g. jumping over a box or sliding behind a corner just in time to cut-off enemy sight lines.
Just like Awareness & Focus. You have to have both, and they play off each other. Awareness is mindskill, focus is gunskill.
Right. And there are levels of mind skill, from micro to macro. Your exact positioning or approach to an engagement is micro. But broader awareness of which player has which super, what's the round score so far, what tendencies have the enemies demonstrated during the game, etc. are more macro. If enemies are split up and pinching then who should we push. How do we create orb control, how do we maintain orb control, when do we need to cede orb control. Stuff like that.
I mean there's a lot to it, haha. Mainly just comes from experience more than anything. And you'll always make the wrong decisions sometimes.
Speaking of wrong decisions, what about this week's map, Bannerfall AKA sniper city? What are some wrong decisions there?
Don't overexpose yourself from too many angles simultaneously, and don't push out where teammates can't revive you if you die. One of the best things you can do is just stay alive sitting behind a wall and wait for your help to cover an exposed angle of the person whos focused on your radar presence. What I like to call "applying radar pressure", but without challenging or exposing at all.
Playing passive in an "orb control mode" seems a mistake, especially on a sniper heavy map.
We just needed to get aggressive and push with primaries instead of sitting back and letting them get a pick, hard scoping every damn lane. We played most matches too passive, but also we kept getting picked and you cant push after someone gets picked.
Any advice for what to do when a teammate gets picked?
You set up inside a choke point and wait for them to push on the pick.
I'll follow up on that next time, because that's all the time we have. Thanks again, Dr. Drizzay!
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Jokey format aside, I woke up like a week or two ago to see Drizz dropping some truth bombs in the Discord chat about Trials. I decided to copy them down and edit them into something cohesive, with a bit of clarification teased out of him.
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