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Heroes Community > Summoners Academy > Thread: Improving the PvP Experience
Thread: Improving the PvP Experience This thread is 2 pages long: 1 2 · «PREV
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted August 12, 2017 03:05 PM
Edited by Galaad at 15:07, 12 Aug 2017.

Brukernavn said:
The new 5 opponent system in dungeon challenge is really making life hard for low-level players with above average prestige. I'm now up to 93 defenses since the start of the event, and the only people I've attacked that were not revenge were the first five blue balls I spent. Since then my revenge list has not been empty. It's like the last hours of an event - all the time.


This template actually isn't anything new, but was barely noticeable as close to no one used it. The 5 waves have always been rotating from challenge to challenge and I understand the idea of, depending on one's creatures, it won't always be the same player(s) on top. However, as the game evolved most players now got very powerful parties and these setups barely stop anyone. The 3 waves template has the advantage to remain static but led to the problematic of more or less everyone having the same setup after a while (because you WILL get the right creatures sooner or later), which basically reduced the whole PvP to roughly the same fight over and over, which wasn't so terrible, but variety suddenly got limited and that was a problem. Of course many players now only have one creature in first wave to get a chance of stunlocking attacker directly on wave 2, but as Stormrider demonstrated just above these are easy to counter if you emphasize on mana over multipliers and have it filled up in one turn, or if like me  you have strong enough passive healing to be able to survive a first stun lock if unlucky, then cast and biggest threat is gone. These can still work better if you lack the creatures for full dungeons I think, although it depends so much on the party attacker brings with him too.

The idea of 'auras' that has been suggested many times is I think a great one, in example second wave could directly start with a negative effect to attacker, such as silence or debuff/fatigue or on the contrary very strong buff/protection to defenders Idk...
Debuffs too could get get looked into more imo, some like atk or def seem to be too small for decisive impact, I'd like to have other solid synergies than having to rely that much on stun which is clearly mandatory.
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AlHazin
AlHazin


Promising
Supreme Hero
النور
posted August 12, 2017 04:01 PM

I think he was referring to attack list.
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Nothing of value disappears from this world, it will reappear in some shape or form ^^ - Elvin

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted August 12, 2017 05:28 PM

Right, now that you mention it I see I misunderstood what he said, guess I need some sleep.
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AlHazin
AlHazin


Promising
Supreme Hero
النور
posted August 12, 2017 05:50 PM

What you said is very relevant that said.

You know what I would like?

A Phoenix and in second you know what?

Facing a boss on wave 2 in 5 waves dungeons. Rather than recharging within the three first then hitting the two bosses in the end.
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Nothing of value disappears from this world, it will reappear in some shape or form ^^ - Elvin

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Brukernavn
Brukernavn

Hero of Order
posted August 14, 2017 09:16 PM

So to be a little bit more constructive. As long as we can choose what dungeon to attack in the challenge, defence rates will remain low. Increasing the people in the attack list (from 3 to 5) is going in the opposite direction. Because most people will only attack dungeons they think they can beat. Now I'm a little torn on this one, because part of the strategy with dungeon is exactly choosing whom to attack. But reducing your attack options will definitely increase defence rates.

Another idea is making revenge free. Then more people might actually try to beat the dungeons they are now avoiding, because there are no downsides. I don't think that's such a bad idea.

If you think about it, defence is actually not so bad from what it was in pre draconic times. It's just that strategies have become even more advanced. Plus the people discussing here are mostly top players. I see a lot more people using rezzers now than before, because color counter waves actually kill off creatures. As long as you have an off-color rezzer it's no big deal, but not all do. Resurrection isn't affected by debuffs like other abilities are. There is no fatigue or resist to resurrection. If there was, a lot of dungeons would be much harder.

Other dungeons not only require a strong team, but a dot configuration that fills up a special on the first attack. Not everyone has this either. Most of these rely on stunlock though. I've written about stun being broken before.

I would like dungeon to be harder to beat, but I don't like the idea of changing game mechanics in dungeon compared to the rest of the game. Like subtracting mana or starting with a debuff. What you could do is add small creatures as support in boss waves.

Another thing that has been mentioned before, but doesn't hurt to repeat, is adding another tier above gold. This is logical as the player level was increased from 300 to 500. The difference between silver and gold is huge. In bronze you roughly have players level 0-75, in silver 75-150 and in gold 150-500. One more tier makes sense.

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