March 10, 2014 17:56 (over 1 year ago)
Quote | Hedning1390 posted on Mar 10 2014 11:08 AM UTC
My archer has 2.2k HP. Zeke does 800*3 dmg. Meaning 1 stun, fling, body block by other creatrues etc will kill me in an instant. The problem fighting him is 1: He hides behind and among creatures with no ticket meaning he can be hard to get to or damage unless you want to give more creatures a ticket. 2: There are usually so many creatures on screen that it is hard to find a place where your click will result in a move rather than attack. 3: People love to spam traps and they push for 2 room castles with no drawbridge that can be carpeted with traps. Moving when the floor is 100% filled with traps is difficult (as it should be) but having Zeke damage on top of that is too much when fighting traps at the same time.
Having creatures that lack a ticket remain at their post and not follow you around would do a lot to nerf Zekes. Having creatures not arbitrarily lose tickets so that another fully healed creature can take its place would also help nerf Zekes. That said I think a cap to the rate of fire to that of a level 18 Zeke would be in order.
As for the fire mines they are mostly fine. I can avoid them. In my castle maybe 1/4 of all people die to them. The problem really is the ballistas as they guarantee damage to anyone wishing to avoid the mines.
It doesn't matter if other trap setups or creatures are buffed. Traps should not be guaranteed damage and if there is an instakill setup it should be rather easy to avoid. Right now I and probably everyone else has the perfect skills for tackling the mines and Zekes so we can do it somewhat reliably. But what if Petes were buffed. Then you might want other skills and weapon types and with those you might not be able to deal with the mines or Zekes any more.
I agree Zekes are the most powerful minion available and way overused, but I enjoy the core gameplay mechanic behind them. When they start to aim up on you they encourage a quick decision. I usually dash or use an AoE stun on them. Quick thinking and being adaptive are encouraged by good gameplay.
When 300 defense points of minions are dumped in the boss room Zekes are not the core of the problem. It's chaotic and obnoxious even without Zekes. I don't mind having to keep moving, but I want to know what I'm running from and where I should go.
Fire mines... they can be skipped, usually. Some classes are better suited than others. I think they are OP as they are right now, but I also think most alternatives are underpowered. My biggest grip to fire mines is not dieing... they just aren't fun. It's not quick thinking, it's not adaptive, it's not dynamic.
If I am in a castle and I reach the hallway with 3-4 springs into a field of fire mines I don't try and cross (yes, I have dash) I just press escape, give a 1 thumb review, and politely express my disappointment. " If you would rather win than have fun you can have my crowns." After 5-10 castles in a row I quit playing the game and say "maybe tomorrow I'll have fun with this game."