Hi,
Let me start by saying - "stop your crying about cashers!"
the reason is simple - if i go to a restaurant and get a free meal i can't complain the person paying for my meal is having a lobster while i'm eating soup and bread. you want it pay for it. this game cost a lot of money to run - servers, tech teams... so stop complaining about cashers - you get what you pay for!
this game began as a basic 3 class game where archer >> mage >> knight >> archer. you see it in sylph as well gaia >> iris >> amazon >> pan >> gaia. this allowed for even more strategic thinking (which we actually saw on page 2 i think) which is great.
the problem is hades and apolo tipped that balance and right now they represent something outside that equation and having a unit or a class that trumps all is a problem because it actually ruins the strategy in the game... put 3 hades or 3 apolo in sylph arena and you have a huge advantage. in fact use it at all times and you get the advantage - no strategy there. we need a sylph that is stronger agaist those 2 but weaker agains the basic 4 to balance this out.
i also noticed very few people play knights in the newer servers, the reason i think is that at higher levels both mage and archer trumps knights in MP and solo, they become redundant and people don't like feeling that way. i would suggest making the following changes:
1) reverse shield should be percentage based and not a constant, or based on Pdef.
2) lower CD on delphics to allow knights to take advantage of their high rage generation or atleast lower CD on the AoE they have to allow for better troop clearance... think what will be happaning when the lvl 70 troops come out!.
other than that, the shield, block-healing are great skills for knights and i think work very nice in comparision to the amge and archer healing.
you also notice a LOT of mages lately, the reason is that at the begining Matk was about 33% of attacks against you so mages were like nukers with a built in weakness, kind of a glass cannon. however since sylphs got out it soon became very aboundant since a lot of players use gaia and later apolo if they can get one (hades only recently introduced and not yet came into account). This caused mages to become somewhat "tankier", especially with the fall of the knight. you can now expect to face Matk at every fight be it from player or sylph, and the high Mdef the mage have makes him much more resiliant compared to the other classes.
i would suggest the following solution:
1) make sylph dmg a new kind of dmg - not physical or magical but rather - "pure" or "elemental" - you do fire,water,wind or electrical dmg so both physical AND magical def will be calculated together and create a new "total" def so no single class as a major advantage agaist syphs in general.
2) with new changes to knight i would expect a rise in there numbers and power making the mage less abundant and therefore move it back to about 33% like originaly intended.
thanks.
Let me start by saying - "stop your crying about cashers!"
the reason is simple - if i go to a restaurant and get a free meal i can't complain the person paying for my meal is having a lobster while i'm eating soup and bread. you want it pay for it. this game cost a lot of money to run - servers, tech teams... so stop complaining about cashers - you get what you pay for!
this game began as a basic 3 class game where archer >> mage >> knight >> archer. you see it in sylph as well gaia >> iris >> amazon >> pan >> gaia. this allowed for even more strategic thinking (which we actually saw on page 2 i think) which is great.
the problem is hades and apolo tipped that balance and right now they represent something outside that equation and having a unit or a class that trumps all is a problem because it actually ruins the strategy in the game... put 3 hades or 3 apolo in sylph arena and you have a huge advantage. in fact use it at all times and you get the advantage - no strategy there. we need a sylph that is stronger agaist those 2 but weaker agains the basic 4 to balance this out.
i also noticed very few people play knights in the newer servers, the reason i think is that at higher levels both mage and archer trumps knights in MP and solo, they become redundant and people don't like feeling that way. i would suggest making the following changes:
1) reverse shield should be percentage based and not a constant, or based on Pdef.
2) lower CD on delphics to allow knights to take advantage of their high rage generation or atleast lower CD on the AoE they have to allow for better troop clearance... think what will be happaning when the lvl 70 troops come out!.
other than that, the shield, block-healing are great skills for knights and i think work very nice in comparision to the amge and archer healing.
you also notice a LOT of mages lately, the reason is that at the begining Matk was about 33% of attacks against you so mages were like nukers with a built in weakness, kind of a glass cannon. however since sylphs got out it soon became very aboundant since a lot of players use gaia and later apolo if they can get one (hades only recently introduced and not yet came into account). This caused mages to become somewhat "tankier", especially with the fall of the knight. you can now expect to face Matk at every fight be it from player or sylph, and the high Mdef the mage have makes him much more resiliant compared to the other classes.
i would suggest the following solution:
1) make sylph dmg a new kind of dmg - not physical or magical but rather - "pure" or "elemental" - you do fire,water,wind or electrical dmg so both physical AND magical def will be calculated together and create a new "total" def so no single class as a major advantage agaist syphs in general.
2) with new changes to knight i would expect a rise in there numbers and power making the mage less abundant and therefore move it back to about 33% like originaly intended.
thanks.
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