- Posts: 68
- Joined: Wed Feb 19, 2014 11:13 am
Last patch introduced many improvements but the game still needs some tweaking, i.e. Orb Spawn!!!!! I'm tired of the game as it stands now. Three matches nearly in a row that the orbs spawn in the enemy reach for 4 times consecutively (and he also won the INI throw) and so decided games I was winning easily... I'm not a lucky person, so if now the game is only luck then I'm out (typical example of "rage quit" )
As example, In one of the last matches, I also killed his hero but I lost the INI anyway with my Golem thrice consecutively -> 3 free orbs for him "grab and run to the end of the map"... and don't think: "just use units with higher MOV so you can grab the elixirs before the enemy", if either you lost the INI throw or the elixirs spawn behind the enemy lines in the Acheron map, high MOV units are useless...
My conclusion:
Random orb spawn -> luck based game -> good luck in keeping players around.
PS: On a side note, "Black Hearth" is bugged - it killed 6 units but Kerberos regained less than 40 HP.
PPS: I report again here my suggestion to try to reduce the overall effect of luck on the games:
- Increase the number of elixir required to 10: in this way, much more luck is needed (i.e. it is much more difficult) to collect all the random-spawning elixirs if you are losing a game.
- Eliminate the random spawn and substitute it with a spawn where a unit has died (not voluntary destroyed, also not summoned units): this will solve many problems encountered in the current version and make the archers/running units compositions less dominant, since killing the enemy units in the opponent field will probably let the enemy get the elixir: you have the advantage of killing the enemy from a safe distance, but he gets the elixirs! (And it also make more sense that the elixirs are carried by the enemy units and do not pop around the map! And if the enemy unit auto-blows up, so its elixir is also destroyed)
Companies of fewer stronger units would not be directly encouraged by this change, since when you kill a unit, it will drop his elixir where it was -> his allies can take the elixir back. Moreover, if the enemy unit pursuits and takes the elixir, it can trigger auto-attacks if it was encircled and also if then it attacks and kills a second unit, the attacker can not pick up the second elixir (at least if it doesn't have Implacable, and this may be the needed buff for Kelrys!)