So at some point guild battles turn into who can kill the enemy WT faster.. holding mystery towers has absolutely no value, it only puts you behind on damage. So the team that does more damage per round obviously wins, and this brings up.. archers, again.
I don't mind them having an advantage on WB, as that's personal gain and they need that edge to remain competitive in pvp. However, guild battles are team effort and once a guild has enough strong players they might start benching non-archers for obvious reasons unless they have a hefty BR advantage. Besides, not only do they have superior single target damage, but they also have freeze arrow, which lets them almost double their damage against it. Sure, mages got thunder, but its crazy unreliable and if it doesn't proc (half the time), you do twice less damage. Knights... well idk when was the last time I saw knights on the GB charts.
Also, since it favors crit builds the same as WB, players that normally use WD have to switch astrals and end up being at a disadvantage if they're caught on the road.
Two options I see here (not exclusive ofc)
- Increase tower hp based on players br (and give less points for damage done to it). Would make guild battles work the same on all levels and would actually make them interesting
- Make WT immune to slow.
I don't mind them having an advantage on WB, as that's personal gain and they need that edge to remain competitive in pvp. However, guild battles are team effort and once a guild has enough strong players they might start benching non-archers for obvious reasons unless they have a hefty BR advantage. Besides, not only do they have superior single target damage, but they also have freeze arrow, which lets them almost double their damage against it. Sure, mages got thunder, but its crazy unreliable and if it doesn't proc (half the time), you do twice less damage. Knights... well idk when was the last time I saw knights on the GB charts.
Also, since it favors crit builds the same as WB, players that normally use WD have to switch astrals and end up being at a disadvantage if they're caught on the road.
Two options I see here (not exclusive ofc)
- Increase tower hp based on players br (and give less points for damage done to it). Would make guild battles work the same on all levels and would actually make them interesting
- Make WT immune to slow.
Comment