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Yo @RiposteR. Couple of things I'd want to throw back your way here.
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Yo @RiposteR. Couple of things I'd want to throw back your way here.
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[q]In addition, glaives heal, which is particularly useful against venoms which have low dps but high stun value.[/q]
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[q]In addition, glaives heal, which is particularly useful against venoms which have low dps but high stun value.[/q]
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Rarely is a captured glaive a glaive that gets away and heals, and if so, it's likely to be so few of them in numbers that heal is unlikely to be a deciding factor in the game. Venom's major weakness is reaver, with ronin also being surprisingly good at contributing (chunky hitbox of venom).
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Rarely is a captured glaive a glaive that gets away and heals, and if so, it's likely to be so few of them in numbers that heal is unlikely to be a deciding factor in the game. Venom's major weakness is reaver, with ronin also being surprisingly good at contributing (chunky hitbox of venom).
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[q]I've lost a number of times to dregs on Fairyland because I just cant find a way to kill the shields. Ive tried phantom + sling + likho, but they are just so tough to bring down. I guess just build shield factory and build rogue? Reducing shield regen on thug (the main culprit) might make it more risky for shields to just walk forward and backward on repeat.[/q]
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[q]I've lost a number of times to dregs on Fairyland because I just cant find a way to kill the shields. Ive tried phantom + sling + likho, but they are just so tough to bring down. I guess just build shield factory and build rogue? Reducing shield regen on thug (the main culprit) might make it more risky for shields to just walk forward and backward on repeat.[/q]
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This sounds like you see the issue from the same point of view I do. If the shieldbot player can establish a solid eco through good early bandit pressure, it's entirely possible for the shieldball to be too mature to stop by the time it gets on radar. Or at the very least, it's a tradeoff between being able to cope with bandit raids or the ball. Switching to shieldbots to counter shieldbots is a common move and reinforces just how powerful they are.
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This sounds like you see the issue from the same point of view I do. If the shieldbot player can establish a solid eco through good early bandit pressure, it's entirely possible for the shieldball to be too mature to stop by the time it gets on radar. Or at the very least, it's a tradeoff between being able to cope with bandit raids or the ball. Switching to shieldbots to counter shieldbots is a common move and reinforces just how powerful they are.
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[q]Imp + Snitch should be nerfed...ive noticed in particular imp has a surprising ability to chase units even after it is spotted.[/q]
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[q]Imp + Snitch should be nerfed...ive noticed in particular imp has a surprising ability to chase units even after it is spotted.[/q]
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Whilst
I
agree
on
one
level,
I
get
what
@GoogleFrog
is
saying
about
losing
something
exciting.
But
they're
just
so
polarizing
too.
Nobody
likes
being
on
the
receiving
end
of
the
snitch
that
kills
8
scorchers
against
a
factory
that
already
inherently
counters
rovers.
It's
brutality.
But
everyone
loves
getting
that
cloaked
snitch
against
2
lances
or
a
big
shieldball
in
team
games.
I'm
really
glad
I
started
playing
them
because
it
has
opened
my
eyes
to
just
how
necessary
they
can
sometimes
be,
and
why.
So
I'm
standing
by
"if
we
bring
bombs
into
check,
we
need
to
bring
the
reasons
bombs
are
required
in
line
too".
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Whilst
I
agree
on
one
level,
I
get
what
@GoogleFrog
is
saying
about
losing
something
exciting.
But
they're
just
so
polarizing
too.
Nobody
likes
being
on
the
receiving
end
of
the
snitch
that
kills
8
scorchers
against
a
factory
that
already
inherently
counters
rovers.
It's
brutality.
But
everyone
loves
getting
that
cloaked
snitch
against
2
lances
or
a
big
shieldball
in
team
games.
I'm
really
glad
I
started
playing
them
because
it
has
opened
my
eyes
to
just
how
necessary
they
can
sometimes
be,
and
why.
So
I'm
standing
by
"if
we
bring
bombs
into
check,
we
need
to
bring
the
reasons
bombs
are
required
in
line
too
(
lack
of
diverse
shield
penetration
options)
".
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[q]Amph close to not viable 1 v 1 at this point.[/q]
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[q]Amph close to not viable 1 v 1 at this point.[/q]
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Care to expand on that one? I need a bit of convincing on this. Hovers definitely feel uncommon and out of meta atm. As helpful as claymore has become, this bug where he can't launch across the edge of the water properly features too commonly on the maps where you'd want to be hover.
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Care to expand on that one? I need a bit of convincing on this. Hovers definitely feel uncommon and out of meta atm. As helpful as claymore has become, this bug where he can't launch across the edge of the water properly features too commonly on the maps where you'd want to be hover.
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