Immunity Talisman is a joke
Quote:
Originally Posted by
Nicko
Slauki has told me he now finds Prisoner teams easier then non-Prisoner teams that have a Blue Bat. That makes sense
Weren't these talismans designed to mitigate the effect of the Prisoner when attacking a Prisoner team?
Seems like they've done that.
I have yet to see a Prisoner/Blue bat team for the reasons Sparton has mentioned. Not that it couldn't happen. But that's giving up a lot of firepower or other skills (healing/taunting/shielding etc)
So for those without a Prisoner and facing Siege, it's kind of like it was for us Prisoner players before the Talismans. I'd face a Prisoner team and strategy became more important - as well as a little luck. Bring your own blue bat and create a similar experience. If your Droid or Red Pyro isn't taunted you're golden. If he is - hope he's not next turn ;).
I don't envy the developers in dealing with this. The Prisoner SHOULD make a difference as my friend the Educated Fool says - he's the most desired character in the game - he should be kept special. But how MUCH of a difference is the thing.
I'll post my stats Sunday as usual. I'm not undefeated. But close. And I got to 300 without a loss. But many good teams without Prisoners seem to settle at the 93% win mark. Where should a Prisoner team be? 95%? 99%? Is a 6% difference too much for one character to make?
Don't want to derail the thread - but appreciate how the developers are listening but also being prudent before making sweeping changes.
I don't know Sparton reasons, but I DID see a Prisoner/Blue bat team. I won by the skin of my teeth, hardest team I ever got.
Prisoner teams are easy because people don't know how to build good ones. I win 99% of my Prisoner teams fights regardless if I go second. I mean 99% because sometimes they all focus my AoS and I'm pretty dead. Also, kudos to Sag, fought his Prisoner team 4 times and all were a draw, hell your corrupt Rescuer is a beast!
Also blue bat teams are big damn unfun to play against. Siege is way more annoying than Prisoner. But that's because how Siege works: For example the AGS cheat death skill should be reduced by 1 turn, but in fact it reduces by 2.
I don't know why the hell they made immunity talismans if that immunity can be negated by Siege. And yellow?!?! That ruins every build possible since many cleansers or immunity makers are warriors, sentinels or assassins.
Now those talismans just made Prisoner ever more op since if you go first you can't stun/freeze/blind/taunt him.
You guys pray that I never get a Prisoner, or I'll put an unbeatable team.