[Feature] Comeback Mechanics
Currently, the two elements that are supposed to reverse the situation, "great magic" and "robots," are not reversing the situation, but only further contributing to a one-sided game.
If you are pushed, if you are not on a VC team, you will continue to be pushed for the rest of your life.
I think it would be better to have some kind of reversal element for teams that are in a one-sided game.
For example, if all towers are taken and more than 2 minutes have passed, the losing team will respawn with a person possessing great magic.
I understand that wizards are weak when approached, but I feel they have too little HP compared to the high HP of warriors.
In the initial state, if a close attack skill is used, the player will die with a single blow, so it would be better to have about 150 HP.
Currently, warriors are too strong and other positions are a bit unfavorable. The balance is such that the more warriors there are, the more winners.
Wizards are too risky to use, no matter how good t
Comments: 6
-
13 Sep, '22
Shmayd> if all towers are taken and more than 2 minutes have passed, the losing team will respawn with a person possessing great magic.
Hate the sound of this sounds far too much. maybe instead more spawn points for the cataclysm so it spawns closer to the losing team instead of a guaranteed cataclysm for the losing team -
15 Sep, '22
HanchoYYZI think a good catch up mechanic would be for the devs to add a world boss. When the world boss is spawned, all towers are disabled for 30s. This way, teams don't teleport and kill him right away. The losing team will get a buff, let's call it "Hope", where all their damage against the boss counts as critical hits. Winning team will have normal damage. Last hit on boss will get a buff, let's call the buff "Berserk". It will be a team wide buff. The buff is self explanatory. The lower your health, the more damage you do. Hopefully this helps the losing team but also not make it unfair for the winning team.
-
03 Feb
EntchenkleinThe main issue about cataclysms is that when you are already getting pushed its likely the cataclysm spawns where the enemy is and therefor giving the enemy a realy powerful tool to push even more
-
05 Feb
Excidius"come back mechanics" for me start at the 1v1 level and fail there too, how do you "come back" when you are staggered for 100% of the fight. Blocking doesn't block half the abilities in the game and some of which can still 1-2 shot you. Overall time to kill is too short and stagger only exacerbates this the stagger from breaking guard and maybe other small staggers from say wind trap should be the only ones that exist. (I am not including knockbacks which are a little over the top as well).
In large scale battles good players help but numbers on the right classes helps more, you cannot "come back" from being out numbered you will instantly die or be staggered to death, there is no room for counter play or turtling up in this game it does not exist and as such this game has gimmicky combat not really good combat on the competitive level.
The winning team gets all the advantages if they use them, the catapult permanently destroys defences making it harder to defend. (for example) -
06 Feb
TayThe main issue is matchmaking. No matter the comeback mechanic, if there’s lopsided player skill, the losing team is still going to lose.
Maybe the team with fewer towers have a reduction respawn for higher rank heroes. It would make sense to me that after slaughtering the peasants, more heroes would enter the battlefield. -
07 Feb
Justin M.The chaos idols should just spawn closer to the losing team instead of the middle where the most forward team can steam roll with them