http://postimg.org/image/jo3mcu1tv/ the picture says it all
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http://postimg.org/image/jo3mcu1tv/ the picture says it all
Maybe you passed the round limit that's why that happened.
you know its funny. dawn posted yesterday the round cap is in there to prevent players form having huge defensive accts and to force us to build offensive accounts. Yet they build the PvE bosses to be highly defensive without giving them much defensive stats at all
This limit is for the birds. High Defense is a strategy of gameplay, and is now being punished.
If Tynon wants to limit something, they should limit Marias amount of heals, not the number if rounds. I can see this becoming a very large problem very, very soon.
With defense stats on the rise, people will easily start to live into the 30 round mark very soon. It's like telling someone " Congrats for living so long and doing so well, but you lose anyway. Oh, and sorry about all that money you put into your defensive gear."
May I suggest that this be "rethunk" so that normal PvP is not affected in the negative manner that it surely will be?
Congrats Anyway Maz, you had him for sure.
see if someone had the money they could build an account that at 120m power or so PR could not beat at this point. because the attacker losses after 30 rounds. So as long as the defend they can beat an acct that is 3-4 time more "powerful" so the whole thinking is off on this imo
I posted it in another thread after 30 rounds maria just always misses.
After 30 rounds khan and and penth start healing at 1/2 of what they normally do
Solves those issues while allowing to use high defense as a strategy
I believe I posted about this ages ago. and I think it just needs to be removed entirely, or at-least be bumped to about 100 rounds. That seems reasonable.
"jail bait = young teenage girls" ???
I find that more disturbing than the round cap.
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'.
I agree this is a game play style. However, to see a 25 mil power player being able to manipulate to obtain a 400mil powered hero through building defense on a few key hero's should be discouraged. There should be a balance between defense and offense which makes up the total power make up. Thus, the award of top hero's should be commensurate of the players power achievement.
The reason that players can do this is actually because of massively over powered offensive accounts. Because building a real defense is pointless due to round caps all the players focus solely on offense and then think of defense as an afterthought if I have some extra etc. Removing round caps entirely can promote alternative styles of gameplay (which is what Tynon should want anyway)
That's what I'm saying. It should be the players choice on how they chose to play. If there are issues with people using exploits or whatever, you deal with those as they come. Fixing the problem, before it's a problem, with a terribly broad round cap only hurts game play and forces people to build in one single direction. Offense only. If you ask me, I think that has caused some issues itself. Look at peoples Adamanti's for example. One shotting a 120m players entire team may look awesome, but promotes nothing.