well i got him :) just put highest sword onto penthe and she did great!!! http://postimg.org/image/xv6uhs67n/
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well i got him :) just put highest sword onto penthe and she did great!!! http://postimg.org/image/xv6uhs67n/
If people were living to 30 rounds with 6 offensive heroes in their formation/sub, then I would agree. However, it is not. A player running all offensive heroes will never reach anything close to 30 rounds. He will win or lose in a much shorter period. Since we have been adding more defensive-based heroes to the game, what is really happening is that people are adding multiple defensive/stun heroes to their formation in an effort to prolong battles and win by attrition, rather than overpowering the enemy. We believe this will lead to uninteresting and overly predictable gameplay that will lead players to a state of boredom.
We balance this by having a round limit which forces players to think more offensively and to be more aggressive in their hero setups. It in no way punishes players for having better defensive stats on their gear. Instead, it discourages the practice of having many defense-based heroes in a formation at the same time.
Maria and Herja have damage-taking negative bonuses on them.
They both take more damage than any other hero, even with same stars, equipments and runes.
Taking them out should be the focus of your offense.
I disagree it's a very valid form of gameplay. What you're doing is limiting player choice in regards to how they have to set up their formations. You are forcing players to subscribe to a very specific form of gameplay (offense based) Most players would not go straight defensive. Many like to see the high damage numbers put up, others would like to see a battle that doesn't end in 3 rounds due to massive crits. Allowing for a heavy defense team would also require the need for a massive offense to combat it. Overall allowing players to experiment with varying types of play increases player retention and enjoyment.
Players trying to win by "attrition" isn't what's "really" happening. What's happening is players becoming tired of watching their heroes be critted in 1 strike by massively over-powered heroes. We're also becoming very sick of being forced to lose because we've set up a successful formation that cannot be killed easily.
I haven't seen anything at this level yet. In fact, all of my server has always gone with the offensive side of this game. The only area of gameplay I see multiple stun heroes is in Banish. There isn't a terribly large amount of defensive heroes to choose from either. I can think of Two front line shield wall types, and as Herby stated, the supporters that don't even deal damage. What I'm getting at, is in almost 1 year I have never heard of a player winning by attrition. With all the uber overpowered players on servers these days you'd think a little more defense would be a practical solution. In about 4 days we have seen two examples of how a Royal Challenge battle was negatively impacted by this generic round limit. I predict that this will become ever more frequent and even more problems are going to arise, as caps only create problems. Look at banish.
The solution would be to Cap Maria's, Khan and Q. Pent's abilities and leave the rounds to us.
That's only my two cents.
But you are not penalising the defender that has the the all defensive heroes. You are penalising the attacker that is trying to 'play by your rules'. I understand that when fighting bosses or in the Royal Arena a 30 round limit can be used to set the difficulty in beating them, but in PvP, including CW the limit should be higher to penalise the player that is 'not playing by your rules'.