Same can't be said for enemies, they either have 30+ prot or 20+ dodge with minimal ways to counter them, making every team need or highly benefit from markers that reduce dodge/prot even if no characters use mark. Relation ship of hero balance vs enemy balance is horrific, heroes are pretty well made and they serve their own purpose even the new ones and they have good synergy buffing some very needed classes and seperating musketeer and arbalest, very nice job. The devs don't listen to the community, except when they just tell "lmao skill issue" and go back to their mancaves to make yet another round of horrible patches to enemies and especially bosses. Caverns offers over 4 high priority which 3 of them can spawn in a single run the enemies are way too over tuned and if rng decides you don't get to have fun, you can get your first kill in a 4 v 4 battle in round 5 or 6 and it doesn't even have to be "miss 7 times in a row" kind of rng you can miss once, not proc bleed a few times and the enemy team can get a fun 6-7 attacks per turn because why not. Catacombs (4th region) is actually well balanced it should be an example on how to balance the other 3 and for caverns. Exposed interior and treasury are laughably easy and caverns (all normal regions btw) is way WAY too hard, Exposed interior removes an important mechanic from the game and offers nothing in its place, treasury has little to no fights since most of them are optional.
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