Hi guys,
We are currently a little caught up with Raid 2.0 Beta preparation at the moment! Cant wait for you guys to give it a try later this week! ^^
First off! Please calm down guys. Great discussion here, although as usual it gets a little heated xD It is our bad for not being around as much as we wish we could ( >.< ), we will work harder!
I have been reading the comments and had feedback your thoughts and concerns. In response to the main arguments laid out in the thread posts above,
1) On spawn with RNG is a poor mechanic for a brand new series of heroes, sucks for users. RNG in battle is not strategy - (quoted Sun Tzu), afraid it starts a trend for future hero design
3) Developers are not listening
Here are some thoughts with regards to the main topics which you guys may not have considered:
1) While Camelot is a special series of heroes with great stats and new skills, the on spawn skill effect is intended to be a defining advantageous add on to the series of heroes, rather than a game changing trait (new mechanic) as compared to summoners and elves. Arthur has a set of active and passive skills that should make him robust yet versatile in many varying scenarios. When used right, he would do fine in most scenarios even in instances when his on spawn does not occur.
If the team strategy relies heavily on the on spawn skill, then it suggests that the team have areas to improve upon. Most on spawn skills is not designed to hard carry, but more like a sweetener that makes battle easier when it happens. Often also, we are more concerned about how a particular skill trait affects how the user uses the hero, but in doing so neglect the aspect where the same skill trait can be overwhelming when pitted against.
While it is common for players to shape future expectations based on what they see now, ( I am too always excited about future content as a moderator), and it is always nice to discuss and bounce off ideas, it will be quite concerning if we constantly extrapolate assumptions into the future. Devs are always thinking to invigorate the game with fresh ideas that will engage the whole spectrum of players (old and new) , so please do not be overly harsh and doubtful of them. Just to reinterate, hero design is always dynamic and changing.
I believe there is another way one can interpret the words of Sun Tzu in this context.
The winning force ensures their victory before joining a battle, the losing force joins a battle and then fight their way to victory. (by Sun Tzu) If your victory plan relies heavily on the on spawn to work for the team to win, it clearly shows room for improvements and your "victory" plan should be revised.
As mentioned before, Your winning team should be taking into account both times when RNG favors and do not favor you. Only then is that a winning strategy. Unless you mean to say that without the on spawn, Arthur cannot fit in any other team that will improve the chances of winning significantly, then I am still quite puzzled because a direct damage for a defensive tank is in my opinion, quite game changing. I know for a fact, at the very least, the top player in Everglades is using Arthur HD in Arena where his On spawn does not even proc.
2) We are constantly reading and feedback good information and ideas to the Dev Team. As a matter of fact, your discussion here, did prompt the devs in reconsidering the % chance for proc . So please be kind to us too if you may, and I ensure you, we will always be having a good time exchanging ideas. It really does not make sense to think that the devs are constantly out to give players a bad time. Nobody wins in such a situation.
The team is really working hard in bringing you much awaited content! Raid 2, Conquest etc. We are all on the same side, and wish for everyone to enjoy the game. So let us be on the same side and continue to have healthy discussions.