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I got an ideea about this inconvenience for def rune

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  • #16
    Originally posted by KS222 View Post
    I didn't forget. That's the point. Everyone complains about heals, but given the chance to wield them, they opt out. Don't you realize that mages have the same problem Tritons do? The more heals we bring, the less room we have for attacks...you know, those silly things that win fights. Relying entirely on sylph for wins is foolish. Its an important part of strategy, but there are many things that can block skills and nerf attacks.
    if you could win a fight before sylph, the sylph you have don't matter anyway. so damage skill before sylph are only worth against people you can easily kill or, for mage, to reduce the HP of opponent who can't heal himself easily
    in sylph, damage matter. for close fight, being full heal just before sylph is a big advantage.
    RETIRED. Too much bugs, too time consuming, too few listening from Wartune
    Wartune : NonoBoulot : S181 : Archer

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    • #17
      Originally posted by ArnaudBo View Post
      if you could win a fight before sylph, the sylph you have don't matter anyway. so damage skill before sylph are only worth against people you can easily kill or, for mage, to reduce the HP of opponent who can't heal himself easily
      in sylph, damage matter. for close fight, being full heal just before sylph is a big advantage.
      I pick the sylph to use based on what skill set I want to bring to the fight. In 1 vs 1, I generally go for dps because I am trying to win the fight solo rather than support a team. When supporting a team, I favor Gaia because it lets me tank hits better and gives me higher resistance to one of the most popular elements. Gaia lacks the dps of Herc and Cerberus, but it has aoes and debuffs; both are quite useful when fighting a group. In ToK nm, Medusa is often a big help. Its steal skill shortens the AI's sylph round and its an off element, allowing me to hit harder. The resistance debuff is also useful for allowing my whole team to nuke the AIs that much better. Since my Medusa is still fairly weak, I have to switch to Gaia for the later floors; I lose the element advantage, but tank hits better and can nerf the AI mage heals with Devil's Gaze.

      Every class has their own way to heal and access to a heal rune. In theory, every class has the ability to go into sylph mode full healed.

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      • #18
        Originally posted by KS222 View Post
        Every class has their own way to heal and access to a heal rune. In theory, every class has the ability to go into sylph mode full healed.
        yes, but mage are the only who can wait before entering sylph and even sylph later, when they have full healed
        RETIRED. Too much bugs, too time consuming, too few listening from Wartune
        Wartune : NonoBoulot : S181 : Archer

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        • #19
          In any game where players can play different classes with different abilities, people will continue to complain about game balance.

          Most mages / archer use guard rune + heal rune in pvp. Knights use amnesia + heal rune. As I see, amensia can achieve as much damage reduction - if not more - as guard rune. It's more random, yes, but you don't rely on internet speed / lag like guard rune.

          If the skills weren't visible, it would further increase the random factor of the game, of which we have enough already, thx

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          • #20
            Originally posted by KS222 View Post
            I didn't forget. That's the point. Everyone complains about heals, but given the chance to wield them, they opt out. Don't you realize that mages have the same problem Tritons do? The more heals we bring, the less room we have for attacks...you know, those silly things that win fights. Relying entirely on sylph for wins is foolish. Its an important part of strategy, but there are many things that can block skills and nerf attacks.
            I understand the point you're trying to make, but it doesn't really work because the comparison is not comparable.

            Slyph damage is so far above player the comparison of an archer/knight/mage to herc or cerb is absurd. Heals are heals. Triton can heal a little more than mage, but as said above it's a stalling tactic, just as mage heals are. Stalling to get to slyph mode in the best (most HP) position. Using triton as a pure stall build doesn't work so well anymore since bleed is weaker now than it used to be.
            Last edited by FufuBunnySlayer; 03-18-2015, 11:41 AM.

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            • #21
              Originally posted by THORR_S3 View Post
              what about to hide the icon skill to no1 can know with what skill will hit and when? (make icon skills be invisible for oponents)
              i think this is a 1 good solution its better than nothing!
              in this way mage will never know when we will use the delphic skill of sylph !
              lag and slow connection speeds already do that. Many find themselves reacting to moves made 2 turns ago by their opponents because of it.
              If you can't win, cash harder

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              • #22
                Wow, now people suggest to take a triton to bg...

                Guess most smart players have quit, only the dumbest stay arround...
                Wait whut that includes me then

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                • #23
                  Originally posted by KS222 View Post
                  I didn't forget. That's the point. Everyone complains about heals, but given the chance to wield them, they opt out. Don't you realize that mages have the same problem Tritons do? The more heals we bring, the less room we have for attacks...you know, those silly things that win fights. Relying entirely on sylph for wins is foolish. Its an important part of strategy, but there are many things that can block skills and nerf attacks.
                  Mage heals and triton heals are not comparable, for the simple reason that sylph damage is so often massively higher than hero damage. So your hero attacks are far less relevant to winning, and triton's lower damage will cost you a lot. I'm not sure what BGs you're in, but in every close fight I have, sylph attacks are THE deciding factor, essentially every time. For fights that aren't close, then one player can kill the other without needing to sylph, and heals only matter for starting hp in the next fight.

                  Also, bringing a triton means you're going to spend a lot longer in an average fight, especially if you win, so even if you might win a little more often, it wouldn't necessarily be the smart move to bring one.

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