i agree, that it would be too easy, sorry dude :-) you could skip the whole time when one or two enemies are left and fill up power, health and fury.
then you could crush every stage...
the balance of the game would drasticly change in a bad way.
i agree, that it would be too easy, sorry dude :-) you could skip the whole time when one or two enemies are left and fill up power, health and fury.
then you could crush every stage...
the balance of the game would drasticly change in a bad way.
Last edited by slauki; 09-01-2016 at 04:05 PM.
don't be a mofo and join the mofos.
if you are interested in joining one of the top 5 clans in lotb, contact me and we can start the negotiation. we are full atm but we can put you on the mofo list if you like.
No worries mate... that's why I put it to a vote. I couldn't decide if it would improve the game or not and I wanted to get some other minds thinking it through.
What if...
...you were only allowed X number of skips per game (maybe something like three)... and then there could be some special abilities that give you the chance to earn additional skips... but it was a limited ability. Then you had to really think about when the best time to use them was?
don't be a mofo and join the mofos.
if you are interested in joining one of the top 5 clans in lotb, contact me and we can start the negotiation. we are full atm but we can put you on the mofo list if you like.
That makes sense... and seeing how you can already kind-of pseudo pull this off by using an ability that does no damage... but that costs you energy... and not every character has such abilities, so this could be used for those instances when you really need it to regroup your team.
Personally I think once is not enough... but three times may be too much. I cast my vote for two skip turns (per game) unless you have a character that has an ability that gives you the chance to earn another skip turn.
Might be fine if there is a specific character that has the ability to do this. At least then it could be balanced around that character.
Well, Visions Eddie kind of has a defend ability, so if it's gotta be a character specific thing then it already exists I guess.
But having it a character specific ability that only allows that one character to defend completely defeats the point of having a defend skill.
If an enemy has a reflect shield up, and my Visions Eddie can throw up his defensive shield, but my warrior ally that hits all enemies for 4k damage each is forced to attack, that defend skill on Visions Eddie isn't going to keep my warrior ally from killing himself and whatever other ally I have at the time.
The whole point of a defend option for me is to keep my extremely powerful AOE hitting damage unit from obliterating my team when an enemy throws up a damage shield, or otherwise has a way to heavily retaliate against offense.
Nice one indeed, would help with completing mission objectives. But I think that's part of the game's difficulty
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