This is a long lasting problem in VF that will keep making people trying to discover new ways to keep using, and they are damn right by doing so… why?
- Bosses on Master event can kill all your Heroes in 1-3 turns and have 600.000+ HP
- ALL Legendary/Master Bosses will inflict at least two of these: Poison, Bleed, Aura Silence, Silence, Heavy ATK Debuff,
- Bosses can inflict OP Debuffs with On Attack Skills,
- We can’t clear Debuffs with consistency, no single Hero in this game can.
- We can’t heal back Damage received on Legendary/Master if you consider the long CD for all Healers
With all those things in considerations, it’s only natural that players will try to kill bosses fast and so they don’t have to deal with all this! So we are talking about 2 fundamental flaws here.
1. Balance is made for us to kill bosses in the first 3 turns (600 HP to kill in 3 turns)
2. Only way to do it is by using (and abusing) trigger comps.
That’s the same reason people went with SDD for Raid 1 Bosses, devs said that it was designed for even top guilds to find it hard… THE VERY FIRST RAID!!! Guys, take it easy with balancing, people want to be able to clear new content, or at least see they are not that far from it, it was the first RAID, no need for such exaggeration, and so we got nerf after nerf to get to what was to be the real thing at first place.
Why am I bringing this old topic again? Well, because things keep being the same. And Now devs are creating content designed to counter abuse of mechanics like Infinite Combos. Believe me, as it has been proven, time after time, players will find another ways to make new Infinite Strategies, and what will you do? Keep the Nerf Hammer happening? Nerf is one of the most controversial topics in any online game, as people lose time AND MONEY investing in something that the Devs allowed to exist, making them believe it will keep being good. Raid 2 is getting same treatment with more nerfs and people are again feeling bad about nerfs.
What will those players feel about this incoming nerf? What will happen to all those trigger team comps that people invested? 2 Turns Aura Silence? It's effectively 3 Turns, the turn it triggers and 2 more after it, exactly like this last event. It's NOT FUN! You are punishing the players for a system that should be fun at first place. Elves + Double Snow White is aproblem and they should be nerfed in some way.
What can you do to counter this?
Nerf the SYSTEM, not the CONTENT!
You can’t keep making new rules that only apply here or there, and the Hit-Count Counter Bar was a bad decision in the first place, why? I’ll tell you why…
Aura Trigger system is the Heart of Valiant Force, it’s easily the most interesting and unique part of it, and where the fun comes. What you’re doing is, here, there’s this system that can make you do large combos with your heroes, it’s very fun! But you can’t use it in every content, because Bosses will destroy you if you do. They will destroy your formation, poison you, stun you and lots of other crazy things. You CAN’T calculate if your team will hit the 15 hit counter so you can easily get FUCKED and have to reset the game. Why are you guys punishing us? It feels very bad when this happens.
Now, instead of keep complaining I’ll suggest something.
Instead of using Enemy Based Counters every time, implement what I call the Stamina Bar System for your Heroes.
And How would this work? Simple…
Your heroes get tired after every new action they perform. What are those actions?
Movement: 25% of Stamina Bar (so you can’t move infinitely with refresh)
Attack: 20% of Stamina Bar
Defend: 100% of Stamina Bar
Skill: 50% of Stamina Bar
Aura Trigger: 5% for each Hero Triggered in Aura.
After the Bar reaches 0% the hero will stop and won’t be able to perform any other action. This is not like Defend, he will take full damage after he stopped.
Even if you have less Stamina than required, your Hero will still do the action you’re trying to do until it’s Zero. But after he/she perform this action he/she will stop. Example, if you have 5% you can still Defend, use Skill or what else.
Important: The Stamina will go back to 100% in the next turn
For Persistent Aura Heroes, if they have 3 people linked in their Aura at start of a turn, he/she will start with 85% of Stamina Bar. For On Attack Buff Aura types, like Vincent Berserker it will only cost Stamina if the Buff is not applied or the new buff would add more turns to it.
Those values are only placeholders and will need some balance.
Below is an example of how it could be implemented and show on the Grid Area
https://imgur.com/tgrkh8n
The cost values can also be tweaked, like higher cost for trigger heroes (you can show the value on the Hero Page on Gallery and Inspection). Maybe make the Persistent Aura Buff Types don’t lose stamina at all… this can make some of them more valuable as they will be able to Attack more… lots of things can be done in this system so it can be good.
Why is this a better solution? First, this can give the strategy back to our hands, we can plan our actions, make diverse squads based on stamina consumption, and when our heroes stop attacking we will know that this was our fault, and we will feel good, we made maximum use of this hero to make him reach 0 Stamina. This also makes infinite combos impossible, there’s no way to create SDD or any other type of infinite combo.
Another benefits of this system: Devs will be able to make better balanced Bosses, without the need of making a Boss that cast Poison with 7500 Damage for 3 turns + Reduced Healing by 80%, seriously, who thought this was a good idea? Also, the max damage output of a squad will be reduced and similar among types of players (old players, new players and the like) so we they can lower the overall difficulty of Bosses so we can use Healers to Heal or Cleanse without having to rely on items all the time. Maybe then this will feel like a Turn Based Strategy game again.
That's all I have to say, feedback from the community is apreciated