"The Mighty Quest to Test the Lethality of Flameo Fire"
"It should not damage me."
Warning...Warning..Illogical debate started.
Oh, wait, you can do that now again in 99% of all castle with the archer but Flameo fire needs to be fixed so you can roll through this too? Oh My?
(Sarcasm is a requirement of all posts regarding of content)
Right now the ability for archers to roll unscathed through hamster wheels and acid pools based on the speedy recover time, is potentially the reason they are going to nerf the archer in the future.
Combine that with spiral shot or hawk trap disable and a good archer is nye completely unstoppable.
Its about balancing, not making things worse here, so sorry I don't agree with you.
The same goes for the mages ability to electric charge+EMP.
The knight charge is "passable" with good armor and HP. Trap disable SUCKS because you have to GET to generators FIRST! Might as well tank up and take the pain.
Whatever the runaway's weak ability is ("pinball" maybe, since otherwise its the rebel yell for shield) but the mana recharge and trap disable SUCKS.
If you want to be invincible, maybe this game is not for you.
In defense, I realize that you are probably just venting, but when you think about your post, its starts to not sound too good...
I don't stand on traps with my knight, even if I can survive for 40 secs (armor/HP) because that is not logical either.
The game is already becoming increasingly ridiculous with the 2X damage, trap disable skills, and other factors. Most players want MORE of challenge (but fair).
last edited: August 27, 2014 00:46
(about 1 year ago)