Logo_launch_secondary-ac9a063ddf2d2741f1d3eb43e11b60f2 Mighty Quest for Epic Loot

Post Icon Make Dashes Innate or Rebalance Everything Else

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14 Posts

Joined 2014-03-05

March 09, 2014 02:42 (almost 2 years ago)

Drastic call to action, but as it stands, if you don't run a mobility skill (roll/dash/charge) you will die against player setups of traps particularly involving springboard 2's, with the exception of knights being able to faceroll all current content.

This seems counter intuitive to the fact we can "choose" our four skills when one slot is necessarily permanently taken up.

Unless everything else changes and trap placement mechanics get a change, we need to have these as an innate.

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7 Posts

Joined 2014-03-08

March 10, 2014 01:16 (almost 2 years ago)

players designing their castle to punish those who dont use a dash ability. How amazingly broken.

I hope you get the sarcasm implied in this response.

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19 Posts

Joined 2014-03-02

March 10, 2014 03:04 (almost 2 years ago)

To some extent, I can agree with this. Under the current state of the game (trap setups and all), mobility is pretty much mandatory. The solution, if anything, is addressing traps (or the stacking of thereof) rather than making dashes baseline, which would be silly.

As proof, you can perfectly run any PvE castle with any ability setup - it's the PvP ones that _require _ dashes, and only because of cheesy trap setups.

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520 Posts

Joined 2013-06-24

March 11, 2014 09:46 (almost 2 years ago)

There is nothing wrong with needing a mobillity skill vs trapcastles. Each kind of castle should require different tactics, skills and to a certain extent equipment.

The problem is that atm there is no other choice but to use trap castles because everything else is bugged, exploitable or underpowered. And thus you are forced to bring your mobillity skill because every castle you attack is a trap castle.

With the ticket system using more then a handfull of creatures becomes very easy to be exploited by an attacker because they can aggro all the mobs and either run to the bossroom or the entrance. There they can safely kill all the really dangerous monsters because with the ticket system, of all the aggrod monsters only a few will be active and attacking you. Traps always work and don't start fleeing because of one to many aggrod snotter.

With the current upgrade system half your creatures will always be underlevelled and useless because one AoE can take them out before they can even do anything leaving only a very few creatures viable. Traps don't die from AoE

Then there is the fact that except for headshot Zekes no creatures can deal with ranged heros which means people have to negate the advantage of being ranger and kiting-> traps.

If more setups become viable you will see less of these kinds of castles and more variety.

Like said, different castle setups should require different tactics and I am perfectly fine with certain obstacles requiring specific skills to effectively deal with them. Try and succeed or fail, learn and adapt.

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