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Post Icon ZEKES and spring trapes

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guest-xrZ8gmC3

Peasant

4 Posts

Joined 2013-11-24

March 09, 2014 00:21 (over 1 year ago)

this is not fun anymore nothing but zekes and very creative spring trapes that launch you into a bunch of mines. just ran four castles and everyone had this same setup nothing but zekes in boss rooms and a million damn mines at hallways .. NOT FUN


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Monnreal

Squire

35 Posts

Joined 2014-03-06

March 09, 2014 00:36 (over 1 year ago)

Ye, hope it gets nerfed in next patch. Zekes are easy to avoid, but the spring+mines are just too gamebreaking, they need a nerf


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Kibuba

Squire

12 Posts

Joined 2014-03-03

March 09, 2014 00:40 (over 1 year ago)

There is a way to pass across any kind of trap, u must not say that is not fun anymore... Just think in a way to beat these castles.

Anyway, i think that these ppl who aren't creative and just make something easy like place a lot of monsters in the same room, or shit like that, are just bored ppl, if u think you can do a better castle, just beat the other ppl castles and do something better xd


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W1Z17

Squire

10 Posts

Joined 2014-02-28

March 09, 2014 00:51 (over 1 year ago)

EVERY castle i fight with zekes in it.. i rate it 1/5 and tell them "zeke spam is lame"


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U.D.

Squire

54 Posts

Joined 2014-02-01

March 09, 2014 00:58 (over 1 year ago)

Instead of nerfing it and making defending against attackers even harder, they need to buff everything else so that it's on par with the lethality of spring trap+mine. Until monsters and other traps can pose a significant challenge to the attacker through different uses, all that nerfing spring traps and mines will accomplish is cause people to find the next best cheese combo.

last edited: March 09, 2014 00:58 (over 1 year ago)

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Monnreal

Squire

35 Posts

Joined 2014-03-06

March 09, 2014 01:05 (over 1 year ago)

Yeah, you are right, but what about taking away the big sign, and adding 2 secs to every trap?


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eyestrain92

Squire

14 Posts

Joined 2014-03-05

March 09, 2014 01:07 (over 1 year ago)

Quote | Kibuba posted on Mar 09 2014 12:40 AM UTC

There is a way to pass across any kind of trap, u must not say that is not fun anymore... Just think in a way to beat these castles.

Anyway, i think that these ppl who aren't creative and just make something easy like place a lot of monsters in the same room, or shit like that, are just bored ppl, if u think you can do a better castle, just beat the other ppl castles and do something better xd

Nope. Gel wall springboard minefield with upgraded springboards is a --->guaranteed<--- hit on 2/4 classes due to movespeed, and kills 3/4 classes. When done properly, you will get hit, and only one class will survive on-level firemine 6x6's. Gel wall's snare makes "tripping" a springboard II impossible with 2/4 classes (haven't played runaway) and the 6x6 kills any non-hp stacked mage and most archers, and from my replays, runaways. WIth the proper setup, you need two mobility skills (which in case you didn't notice, most classes lack except one exception) to clear the full length of springboards as well.

That's a balance concern that needs addressed. If the classes all compete with one another, certain setups shouldn't require specific stacked gear and one class to clear. Clear time is also irrelevant when one class can specifically walk through any threat the game throws at them with minimal penalty.

last edited: March 09, 2014 01:08 (over 1 year ago)

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guest-jWIjj3wB

Squire

17 Posts

Joined 2014-02-27

March 09, 2014 01:23 (over 1 year ago)

Nerfs are probably the worst thing the devs could do - without a robust castle system this game is nothing more than a bad Diablo clone.

The real problem is that there's only a handful of effective castle defense strategies right now and they all revolve around Zekes and things that support Zekes. We need castle specializations and more mobs that can do damage other than just Zeke.

I've tried a lot of castle strategies since I picked this game up on Steam when it hit OB... any castle that doesn't depend on Zekes for damage just gets destroyed by anyone that's not a total scrub. This goes for fire mines too.. they're good for a couple of levels but then knights can face tank them and everyone else avoids them.


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Monnreal

Squire

35 Posts

Joined 2014-03-06

March 09, 2014 01:23 (over 1 year ago)

Is just annoying and take away the fun, every fucking castle from lvl 14 is the same, EXACTLY THE SAME


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SilverUbi4

Squire

12 Posts

Joined 2014-03-04

March 09, 2014 02:04 (over 1 year ago)

Quote | eyestrain92 posted on Mar 09 2014 01:07 AM UTC

[quote name='Kibuba' date='Mar 09 2014 12:40 AM UTC'] Nope. Gel wall springboard minefield with upgraded springboards is a --->guaranteed<--- hit on 2/4 classes due to movespeed, and kills 3/4 classes.

Not true. My mage, knight and archer all survive that.
- Knight survives the mines, can even dash out of it with cc reduction taking only 10-20% damage. I'm not sure if that also works for max upgraded spring traps but it worked 100% so far.
- Mage & archer & knight have dash abilities. And you can safely trip a springboard from inside the jelly trap with at least those 3 classes as I have done so many times.
- There is another trick to survive jelly+spring+mines with any class with pretty much any gear without dashing abilities but I won't share that one :P. I rather not have people beat my castle too often. No nerf needed here. Just a buff everywhere else so we can make themed castles and finally use dogs and other creatures.

Zeke's are a pain. I hate being killed because off-screen somewhere a zeke was aiming for me and his projectiles hit me a screen away even though I had max agro... There is like no range limit on it and 2 zekes can kill a mage/archer/runaway at full hp just like that. Sometimes I don't even see them aiming for me because of the skeleton spam and they have the same color...

last edited: March 09, 2014 02:06 (over 1 year ago)

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