ashenwind wrote:Concerning the repeated 'nerf' of SDD:
SDD was only meant for certain instances of the game. But it keep repeatedly impeded, when in fact, striking one member alone will severely reduce the effectiveness of SDD.
What about the archer trigger? Who as far as I concern, usable on ALMOST ALL INSTANCES, barely receive any nerf (in fact they kept getting newer and stronger additions). can still function well even if losing one member as long as there are still two members remaining, AND MOST OF ALL, A REQUIREMENT TO FINISH EVENT MASTER TRIAL (those 'use only 4 or 3 squad members' trial? almost impossible without good archers at work).
No, I don't hate them. At this point I'd appreciate any kind of thing that can shortened my play time. I just feel like there is no justice in them.
Concerning Snow White and ATTACK TRIGGER:
When I first saw Snow White's aura, I already foresaw that she's a possible candidate for something similar to SDD, since there is Shizu Samurai already. IF you guys hate SDD that much, why even invent such aura in the first place? Because to me it feels like you guys encouraged us player to do just that.
Most of the time I wrote a complain about balance here, I kept mentioning how attack trigger ruins the game. Yet nobody listen.
Look at all this hubbubs about SDD..Remember why you guys nerfed Sven berserker in the first place. Understand why people keep complaining that mystics and (some) healers couldn't hold their candle in pve.
IT'S ALL BECAUSE OF ATTACK TRIGGERS.
limit a heroes' aura to be able to trigger once or twice per turn. Remove those enemies with less than 3 turns skill cooldown. And make bosses that allow players a chance to shield themselves, but will be deadly if they didn't. Then people will start to consider the attack triggers as a bonus instead of a surefire win button, and starts to consider using other heroes.
IF you guys TRULY want to reinstate the feel that THIS GAME is a TURN BASED game, then limit not only SDD but ALL attack triggers. And make those timer on raid to be turn based like that on gold mine.
TO TELL THE TRUTH, THE ONLY TIMES I FELT THAT THIS IS A REALLY TURN BASED STRATEGY GAME ARE WHEN I PLAYED IN ARENA, AND BACK WHEN I WAS STILL A NOOB AND DIDN'T KNOW ABOUT ATTACK TRIGGERS POTENCY.
Concerning Raid 2 & Heroes availability:
Most people told you how building heroes takes a lot of time. Yet you want us to build a specialized full squad just for ONE instance to stay relevant. Yes, some people did prepare after raid 2 beta. But others who just started? Like those in newer servers? It'll take months for them to catch up. But then, I guess this is a ploy so that players will spend more money on this game. If so, then, congratulation! You guys did it.
The problem actually lies in the availability of the heroes itself. For example: how many players lamented that they didn't build Shizu Samurai when Snow White+Shizu SDD became known? I even know someone who only got his first Kane recently, after almost a year worth of waiting. How many players asked about how to get Matilda? And now, how many people actually build and keep Victoria Blood Knight, or on-attack passive healer like Teresa Archbishop, without actually planning to make them as a part of the specialized squad for Accursed Phoenix?
Let's not mention about the DARK LORDS... as although I'm agree with how their skillsets turned out to be to fit their status as VIP ONLY HEROES, the decision to make them huge-spender-only is what kinda annoys me. As if the equipment gaps between non-spender and huge spender is not enough..
I think they should do this to ranger teams, as well(I mentioned it earlier but I just want to strongly highlight it). What I want is a 15% chance decrease.every trigger from a ranger. That means its 1st trigger comes at 95% chance, 2nd at 80% 3rd 65% and so on. How can the devs think that having 20+ triggers in one turn is perfectly fine? It's made worse by the fact that ranger squads are effective in 90% of the game's content.