As much as I can see the points being made here, what y'all forgetting is you made numerous threads that were asking for news, so Dawnseeker obliged..... but now it's not enough. You can't have everything I'm afraid.
uCool as a rule (noted from my experience) do not discuss bug fixes and glitches since they could be used in exploits.
Forum Moderators are volunteers and are unable to fix in game problems
Yes really.
Pursuer as a player hero is exactly what his game needs.
In PvP it wont matter. The players iwth enough rep to get it will get it keeping those players equal. If you dont have the rep for it, well you are probably too small to be attacked by someone who can get it. And these players w/o the rep to get pursuer who have to face players with pursuer in PvP such as Arena,Pirates, and GWF - well most likely would lose any way in these matchups.
In terms of banish the worst thing that can happen giving us pursuer is a bigger banish boss, something many of us are waiting for. And there is already something in place that limits damage and makes how much damage you do in banish a lottery system, so I seriously doubt pursuer would make a significant change there.
In regards to using pursuer in quests and HR, since beating these bosses requires the random luck of stuns, we need a 3rd stunner.
Now in terms of people saying that Pursuer would make quests and HR bosses too easy, You are not thinking it all the way through. First off what stunner has a high stun rate? NONE. In fact I battled pursuer about 25 times before I even saw wild abandon stun. SO its stun rate is as bad if not worse then Shayd's. In terns of its continuous rage type effect, so what? most of the bosses at higher levels have a similar effect to their skill attacks. I have not seen pursuer to have the same passive as blood, it may, but I have not noticed it. And even if pursuer does have blood's passive they can remove that to balance it out if needed. Its not like they don't nerf our heroes from time to time.
Everyone thought Adam at first would over power things, it didnt. Same was true with blood, it didnt. In fact their power was exactly what we needed to progress further in the quests and HR. That is why I think Pursuer is the perfect candidate for a new hero.
Actually Dawn has told us frequently in the past when they were aware of bugs and were working on them. Or announces that a fix for a problem is on the way. Currently he is ignoring the posts about power display issues, black widow HR big display, and GWF glitches.
Last edited by mattp169; 10-15-2013 at 01:44 PM.
matt has some good points. All the newest heroes were overpowered until people learned to defend against them, but once they learned, the newer heroes weren't as big a deal, and then they have a tendency to get nerfed. I call this the GI JOE effect. In the old GI JOE cartoons, whenever they introduced something new, it was the most powerful thing that's ever existed. Sgt. Slaughter was a great example — he spent his first three episodes kicking things into exploding and swinging punches that could take out legions. Five episodes in, he was just like every other GI JOE member: good, but among the pack.
One thing that I'd really like to see in preparation for these new heroes is a reduction in price for Adam and Blood in the Tavern. 1500 and 1800 spirits are too expensive as it is, and if the devs follow suit, then the new ones will run a whopping 2k. I think that 1k should be the standard price for gold heroes, similar to the way the purple heroes are 500. Make the new heroes to be chartreuse heroes that cost 1500 or something. As it is, yes sainting them is supposed to be a pain, but it's just too expensive similar to the way summoning the rune keeper costs 200gems is too expensive.
I think that the spirit accumulation should occur 1 per spin, and then the bonus for hitting gold heroes based on level should be kept in place as is. This would mean that a spin with no gold or purple heroes isn't wasted credits (104k per spin for me now), and I'd be less frustrated in spinning for it.
I so love the old school example. Awesome.
And I think BigPapa is right on target with changing the costs of gold heroes and adding a spirit for just spinning. These spins are getting EXPENSIVE, yet theres few ways for us to up our income of credits significantly, to keep up with the ever increasing costs in game. These ever increasing costs are a double whammy on high level players. We get hit with the high costs and the higher cool down times
Also the reduced cooldowns for talents that were implemented a while back make it a fair bit harder to keep spare credits on the side for refreshing the tavern.
Yeah, I like the cooldown reduction in talents/blacksmith. It does mean we have to be a little more frugal, or it means that we just have to live with the fact that there will be times on Thursday when we won't have anything cooking. Either way, I think cd's were too long before — and working on talents, I'm back up to 2day cd's again lol.