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Post by toyknight on Dec 5, 2018 7:32:24 GMT -8
there is one bug i forgot. the dragon have meelee master but why the f*** it cannot use its melee master vs another dragon. as far as i know it is not a status effect. OR is it intended melee master does not take effect on each other (because they are both melee masters?)
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Post by toyknight on Dec 5, 2018 7:36:31 GMT -8
Then both the druid's defense and affinity should be 5. Hence, 0 physical def and 10 magic def. the druid is not a problem, the problem is caused when the druid aids the catapult for the second time and can be more lethal if the catapult receives help from a paladin before attacking, its attack can eliminate 2 enemies in a single turn, however It is possible when the battle is a bit advanced and the catapult has gone up one level or more, although this is usually possible because the maps do not have good balance and it is more noticeable when there is skill difference between players, it is also more used when the castles they have a greater separation than a golem or berserker can reach, aided by a druid. Well seems to me the problem is that, now every player want to buy a druid, after buying a druid, saving for a catapult seems to be an OP choice (there's still some map design problem and player skill difference in here).
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Post by toyknight on Dec 5, 2018 9:31:54 GMT -8
Well seems to me the problem is that, now every player want to buy a druid, after buying a druid, saving for a catapult seems to be an OP choice (there's still some map design problem and player skill difference in here). Yes, it may be true, because when playing on a well-balanced map with a skilled opponent it is very difficult to implement this. toyknight , I insist again, 8 (number of previous conversations). Why state effects in a 1v1 game last two rounds, whereas when playing with 4 players (or more) state effects last only one round? this situation is annoying, because when there are several players you have to be attacking the same unit again so that the state effect does not disappear. The remaining round is decreased when the unit's turn starts.
So given that there are 6 teams, if you are team 1 and apply debuff to a unit in team 2, it's gonna last shorter than if you are team 3.
By saying round, it's base on each player's own perspective.
1. You apply a 1 round debuff to an enemy unit 2. You can expect that next time you move, the debuff is still there (if not cleared by spirit or the unit died)
So if you are applying debuff/buff to help your allies, you need to calculate more carefully.
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Post by v4lkyri3m4ni4c on Dec 5, 2018 15:46:55 GMT -8
there is one bug i forgot. the dragon have meelee master but why the f*** it cannot use its melee master vs another dragon. as far as i know it is not a status effect. OR is it intended melee master does not take effect on each other (because they are both melee masters?) Is it a bug? If yes then fix it.
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Post by kaibaman on Dec 5, 2018 20:45:03 GMT -8
there is one bug i forgot. the dragon have meelee master but why the f*** it cannot use its melee master vs another dragon. as far as i know it is not a status effect. OR is it intended melee master does not take effect on each other (because they are both melee masters?) but meelee master is not status and tis also means beserke vs berserker counter madness or blood thirsty should ot be applied vs each other
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Post by kaibaman on Dec 5, 2018 20:48:30 GMT -8
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Post by kaibaman on Dec 5, 2018 20:52:41 GMT -8
Yes, it may be true, because when playing on a well-balanced map with a skilled opponent it is very difficult to implement this. toyknight , I insist again, 8 (number of previous conversations). Why state effects in a 1v1 game last two rounds, whereas when playing with 4 players (or more) state effects last only one round? this situation is annoying, because when there are several players you have to be attacking the same unit again so that the state effect does not disappear. The remaining round is decreased when the unit's turn starts.
So given that there are 6 teams, if you are team 1 and apply debuff to a unit in team 2, it's gonna last shorter than if you are team 3.
By saying round, it's base on each player's own perspective.
1. You apply a 1 round debuff to an enemy unit 2. You can expect that next time you move, the debuff is still there (if not cleared by spirit or the unit died)
So if you are applying debuff/buff to help your allies, you need to calculate more carefully.
the solution is to standardise it either put it one turn or for two turn.
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Post by v4lkyri3m4ni4c on Dec 6, 2018 3:07:13 GMT -8
Okay, aside of new skills and terrains, bug fix, skill change and system change can be considered. 1. Should ghost get melee master? 2. Should toyknight add forest temple? 3. Dragon's melee master can't be used against another dragon. Bug? Intended? 4. STUPID AI!!!!!!!!!!!!!!!!!!!!!!
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Post by kaibaman on Dec 6, 2018 3:33:10 GMT -8
lets bring td 209. i propose a match up (kaibaman, azos) vs (toyknight,td 209) is not necessary because if you create a private game toyknight and td209 can control 2 teams each so adding more players would only delay the tests, is what I did when lingyun participated online and according to old players, td209 has a level similar to lingyun but td209 is even better, both players have the ability to consider multiple variables and find the best solution, their margin of error is zero or at most very minimal, although as is a game per turn like chess is not They are invincible players, but they are very difficult to deal with. i just wanted to face them in team battle. not for test. azos what do you think?
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Post by aditya22082002 on Dec 6, 2018 4:04:21 GMT -8
toyknight when td209 map guide gonna come I think it was Aug then and now it is dec
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Post by aditya22082002 on Dec 6, 2018 4:06:55 GMT -8
the druid is not a problem, the problem is caused when the druid aids the catapult for the second time and can be more lethal if the catapult receives help from a paladin before attacking, its attack can eliminate 2 enemies in a single turn, however It is possible when the battle is a bit advanced and the catapult has gone up one level or more, although this is usually possible because the maps do not have good balance and it is more noticeable when there is skill difference between players, it is also more used when the castles they have a greater separation than a golem or berserker can reach, aided by a druid. Well seems to me the problem is that, now every player want to buy a druid, after buying a druid, saving for a catapult seems to be an OP choice (there's still some map design problem and player skill difference in here). well r u currently watching some games So u might now how deadly they r and still I m vanishing them but still damage is there Well these aren't op in any case
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Post by aditya22082002 on Dec 6, 2018 4:19:44 GMT -8
Yes, it may be true, because when playing on a well-balanced map with a skilled opponent it is very difficult to implement this. toyknight , I insist again, 8 (number of previous conversations). Why state effects in a 1v1 game last two rounds, whereas when playing with 4 players (or more) state effects last only one round? this situation is annoying, because when there are several players you have to be attacking the same unit again so that the state effect does not disappear. The remaining round is decreased when the unit's turn starts.
So given that there are 6 teams, if you are team 1 and apply debuff to a unit in team 2, it's gonna last shorter than if you are team 3.
By saying round, it's base on each player's own perspective.
1. You apply a 1 round debuff to an enemy unit 2. You can expect that next time you move, the debuff is still there (if not cleared by spirit or the unit died)
So if you are applying debuff/buff to help your allies, you need to calculate more carefully.
it will be removed when
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Post by aditya22082002 on Dec 6, 2018 4:23:29 GMT -8
For golem I boldly say it was stronger in 2.0 but against druid+mcal unit u find it not much effective
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Post by v4lkyri3m4ni4c on Dec 6, 2018 5:30:19 GMT -8
For golem I boldly say it was stronger in 2.0 but against druid+mcal unit u find it not much effective Druid + ice + paladin = lv3 ice has 85 atk, +10 by druid, hence 85 against lv0 golem. (95 if at water) If buffed by lv3 paladin, 85 × 1.7 = 144.5! (If attacking from water, 95 × 1.7 = 161.5!)
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Post by toyknight on Dec 6, 2018 7:03:15 GMT -8
melee master does not take effect on each other (because they are both melee masters?) but meelee master is not status and tis also means beserke vs berserker counter madness or blood thirsty should ot be applied vs each other counter madness and blood thirsty apply to unit itself (which you cannot stop even if you have the same ability), but melee master applies to enemy units (which you can stop if you have the same ability, same as poisoner and blinding attack)
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