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Legit Fan

guest-aqsWLhpI

Knight

842 Posts

Joined 2013-07-06

August 27, 2014 03:25 (about 1 year ago)

Quote | Gadwindor posted on Aug 26 2014 01:16 PM UTC

[quote name='guest-XyoDpOGlk' date='Aug 26 2014 12:59 PM UTC']Imo roll shouldn't be able to roll though hamsterwheels flamethrowers mutton fire and acid pools etc.

Spiral shot should be able to go over them all though imo.[/quote]

then roll would be useless -according to our logic it shouldn't be able to go through gelly walls, spring traps and MONSTERS why would I use it, if it doesn't work against crowd controll.

But I agree that certain traps should still inflict dmg and the same goes for electric charge as well, which blocks all dmg while charging...

Electric charge doesn't give ridiculous dodge chance, nor is it on a extremely low cooldown.

Roll is simply overpowered and needs looked it regardless of knight and runaway needing buffs.

last edited: August 27, 2014 03:26 (about 1 year ago)

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guest-atIe0cVZ

Prince

1,969 Posts

Joined 2014-06-19

August 27, 2014 04:56 (about 1 year ago)

Quote | IreneFong posted on Aug 27 2014 12:51 AM UTC

Reducing the cooldown of Archer abilities is not nerfing, it is destroying a fun gaming feel.

To quote a few examples, Lost Plannet 3. Or Megaman X7. The character movement feel so bad that nobody enjoys playing them! In X8, they redesign its speed and feel, and winning fans back.

A true balancing would be to make the Knight and runaway a lot stronger given their slower movement speed, while archer's attack power and armour to be reduced slightly. The archer can roll away from traps and creatures, but it's a test on how long can they do it. You can make 8 rooms of them. A few mistake is all it takes to kill the archer.

If the developers changed Archer's cooldown instead of reducing Archer's armour, as much as I love and support MQ, it will become the greatest disappointment in my MQ journey. Mario is fun, he can dash and jump, imagine that one day he can no longer run or jump fast in order to balance the lose rate of Zangief. It would mean the designer has no clue on what he or she is doing.

I am currently feeling scared of that change. Everyday I am playing the Archer thinking the experience will be no more. It would be nice if there is assurance that the game play of Archer will not change.

You will get used to it, Irene. Its coming, as this seems the most likely course of action.
Just like I did when the knight was nerfed to being a complete snail.

Trust me, when I visit your castle at some point, you will see what I am talking about.
I doubt you have seen that many knights your castle in the past 2-3 weeks.
I would say 50% archers, 40% mages, and 10% knights just as a guess.
Do you really think I will be able to beat your time, especially with all your springboards?
It does not take a rocket scientist to figure out what you did for a fast design.
Maybe I will play my archer as well and I might have a chance.
Not the I am complaining, because anything creative works for me.


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WorldWWilliam

Prince

1,374 Posts

Joined 2013-11-02

August 27, 2014 06:15 (about 1 year ago)

@irene
The knight had his gameplay totally changed, Lost his healing/movespeed/defenses so he no longer players like an aggressive viking warrior he plays a lot more "Kiting" then he used to.

There where ways to nerf the knight and keep his gameplay intact but I guess they where either to hard to "do" or they didn't want to do it.

So if the archer gets nerfed I'm assuming his gameplay will change a lot (It doesn't have to but judging from ubisofts pasted nerfs of heros it seems likely)

Quote | Gadwindor posted on Aug 26 2014 01:16 PM UTC

then roll would be useless -according to our logic it shouldn't be able to go through gelly walls, spring traps and MONSTERS why would I use it, if it doesn't work against crowd controll.

But I agree that certain traps should still inflict dmg and the same goes for electric charge as well, which blocks all dmg while charging...

Except I never said anything about jelly walls spring boards and monsters. and roll still has 300% dodge change move speed and attack speed boost so it's far from useless. (It would just make spiral shoot more viable)

How does "Rolling" thought a hamster wheel of spikes make any sense? and from a gameplay perspective how does roll should be used to avoid traps not charge though them.

Yes this would nerf roll but I see the archer getting nerfed soon and this would be a healthy nerf imo.

last edited: August 27, 2014 06:19 (about 1 year ago)

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Gadwindor

Squire

24 Posts

Joined 2014-07-13

August 27, 2014 10:02 (about 1 year ago)

Quote | guest-aqsWLhpI posted on Aug 27 2014 03:25 AM UTC

[quote name='Gadwindor' date='Aug 26 2014 01:16 PM UTC'][quote name='guest-XyoDpOGlk' date='Aug 26 2014 12:59 PM UTC']Imo roll shouldn't be able to roll though hamsterwheels flamethrowers mutton fire and acid pools etc.

Spiral shot should be able to go over them all though imo.[/quote]

then roll would be useless -according to our logic it shouldn't be able to go through gelly walls, spring traps and MONSTERS why would I use it, if it doesn't work against crowd controll.

But I agree that certain traps should still inflict dmg and the same goes for electric charge as well, which blocks all dmg while charging...[/quote] Electric charge doesn't give ridiculous dodge chance, nor is it on a extremely low cooldown.

Roll is simply overpowered and needs looked it regardless of knight and runaway needing buffs.

yes, electric charge does not have dodge - it doesn't NEED dodge because EVERY source of dmg is being absorbed! roll on the other hand does not dodge flame-traps, spike traps and fire-trails - possibly others as well.

I would be fine if the block is taken away though - I have more then enough anyways.

@guest-XyoDpOGlk

Why do you want to make spiral shot "more viable"? this having two superior movement skills is already OP - and I am not really good at using spiral shot forcing me to use it over roll would just destroy the archer for me.

I think increasing the cooldowns on certain abilities would do a good balancing though: spiral shot and roll on the same cooldown? volley with higher cooldowns?

that could help.

BUT I think we should wait for what is to come and especially the Totems might change the superiority of ranged classes.


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