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  1. #131
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    The color for immunity talisman is not right, they are supposed to be a support for your team, they should be green. If a warrior has 3 red slots using 2 yellows he is losing a lot of HP, def and mr. So what is the purpose of a immunity when that toon is not surviving first round.
    I have seen many people using them in arena but are falling easily.

  2. #132
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    Quote Originally Posted by Frost View Post
    For 400 points it should be siege-free. We are humans not robots or monkeys to play 24/7 speding tons of ironite to have 6 sets, and even if we were just a very few toons can use them.
    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.

  3. #133
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    Agree about teams with the Prisoner are much easier to beat now, not all of them because join him with GRE who is OP is kind of difficult.
    So the Prisoner in defense team are easier but who has one in attack can beat ANY team , taking with him a HH to avoid taunts. That is why attack % is much higher for those with The Prisoner,

  4. #134
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    Quote Originally Posted by angelkelly View Post
    When can we expect some changes in pvp. It's getting ridiculously out of control. 99% of the people who attack me are people with op toons. Such as the mummy who can taunt my whole team without me getting a single play in. Like seriously what's the point of pvp if I can't control my defense nor my attack team. Might as well have auto playing for me since they already are. And please don't tell me well you can counter them with this. Because if i could i would and, NO I will not be force to buy something just for the sake of pvp. Like come on guys you no just like everyone else that pvp needs some good old tuning done (NERFS). Not just hey guys try out these talisman to see how they work. Forcing people to buy something instead of just nerfing/fixing the character at hand. There is no need for strategy when 100% of the players are just taking advantage of these op toons. Without much strategy at all. You call having a mummy in your defense strategy when majority of the people in pvp have him. Why? Is it because of strategy or his 100% guarantee taunt ability. Real strategy requires thinking. Not just throwing a character in place just because they bring something special to the table that is op. No toon should have the ability to stun/taunt or freeze a whole team. That what you call the easy way out. Not trying to figure out a good team set up. When you could easily throw on freeze/stun/blind talisman and kill there whole team without them touching a single finger. And sorry if I'm complaining. Its just difficult trying to attack someone knowing i will either be frozen/stun and taunted without much I can do.
    Do you mind sharing your full in game ID? I would be interested in seeing your characters/talismans to see if I can offer any advice.

    Similar to the taunt fest, it used to be the freeze/thief fest in Beta before they fixed talisman proc rates. That period drove me stop PVPing for a few weeks till the fix came. Taunt is more manageable than that was and I hope I could help out.

    PM me if you prefer or send a trooper invite if you have room, Killhouse-2721

  5. #135
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    Quote Originally Posted by angelkelly View Post
    When can we expect some changes in pvp. It's getting ridiculously out of control. 99% of the people who attack me are people with op toons. Such as the mummy who can taunt my whole team without me getting a single play in. Like seriously what's the point of pvp if I can't control my defense nor my attack team. Might as well have auto playing for me since they already are. And please don't tell me well you can counter them with this. Because if i could i would and, NO I will not be force to buy something just for the sake of pvp. Like come on guys you no just like everyone else that pvp needs some good old tuning done (NERFS). Not just hey guys try out these talisman to see how they work. Forcing people to buy something instead of just nerfing/fixing the character at hand. There is no need for strategy when 100% of the players are just taking advantage of these op toons. Without much strategy at all. You call having a mummy in your defense strategy when majority of the people in pvp have him. Why? Is it because of strategy or his 100% guarantee taunt ability. Real strategy requires thinking. Not just throwing a character in place just because they bring something special to the table that is op. No toon should have the ability to stun/taunt or freeze a whole team. That what you call the easy way out. Not trying to figure out a good team set up. When you could easily throw on freeze/stun/blind talisman and kill there whole team without them touching a single finger. And sorry if I'm complaining. Its just difficult trying to attack someone knowing i will either be frozen/stun and taunted without much I can do.
    You're saying there is no strategy in putting up a taunting team, yet you call for those toons to be nerfed? Perhaps you should spend some time thinking about strategy instead. There are plenty of ways to counter taunters if you think about a little.

  6. #136
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    I think there is a problem with endure and Angel of Fear. Through endure you are still alive but AoF thinks your are dead and there comes the extra turn.

  7. #137
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    Quote Originally Posted by konstifik View Post
    You're saying there is no strategy in putting up a taunting team, yet you call for those toons to be nerfed? Perhaps you should spend some time thinking about strategy instead. There are plenty of ways to counter taunters if you think about a little.
    actually he is right. every counter is very luck dependent, so it's only a 30% counter at it's best...

    Taunting solutions:
    1.put in high damage dealers? great...if they are not blinded stunned or paralyzed. never seen mummy/ssd combos without blind, freeze or blinds talismans. usually some will trigger.
    2. put in a cleanser there? great, if you are able to control him next turn. even if you can, the taunted members used their turn already, so your turn is almost over most of the time
    3. immunity is great, if the taunters are not paired with the siege toon or a prisoner. if they are immunity is useless.
    4. puttins stunners/taunters in your team, could work if not paralysed or frozen. and CG is a blue character who will heavily suffer from the green taunters. a ssd on your own yould work better.
    5. accuracy debuff works great, if you can put in the skill like acrid smoke. otherwise only a single debuff from characters like bluebat is possible, which will be relevat in the next round. unfortunatly you are dead then most of the times.
    6. put in pdk, blue charcter who has disadvantage vs greens but he will debuff one allie....
    7. bring in a prisoner along with immunity...wow actually this is virtually the only thing that can save your ass, every time.

    sorry, but i cannot think of one single (non prisoner) strategy where you don't need hell lot of luck to take advantage of it. maybe i missed something, but if you prove me wrong i would be very thankfull.
    if you need high % of luck it's not an stratatgy it's hoping for something to happned.
    Last edited by slauki; 03-17-2017 at 05:49 PM.

  8. #138
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    [QUOTE=Nicko;34068... 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?
    [/QUOTE]

    Hey Nicko,

    Regarding that question, yes it is imo, because he is the only lv 5 toon capable of making this much of a difference. If he should make a difference other lv5 should too. And 99% win rates are too much, do we want that in the game?

    Makes no sense that on Offense a top team with Prisoner can go 100% of the times with immunity first round and others without him can't. It's too much of an advantage.

    And on defense, come on, once people start using those new talismans Prisoner teams will put AoP/DD in there, so we will have to deal with taunt fest with all AoP/DD teams, plus Prisoners can have Mummy and SSD with immunity too! So AoF/AoS torture won´t be able to stun, w/s Pyro flame will not trigger, no PDK to help, no DM with heavy CC team... this is not right.

    Cheers
    Gmac

  9. #139
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    Quote Originally Posted by Gmac View Post
    Hey Nicko,

    Regarding that question, yes it is imo, because he is the only lv 5 toon capable of making this much of a difference. If he should make a difference other lv5 should too. And 99% win rates are too much, do we want that in the game?

    Makes no sense that on Offense a top team with Prisoner can go 100% of the times with immunity first round and others without him can't. It's too much of an advantage.

    And on defense, come on, once people start using those new talismans Prisoner teams will put AoP/DD in there, so we will have to deal with taunt fest with all AoP/DD teams, plus Prisoners can have Mummy and SSD with immunity too! So AoF/AoS torture won´t be able to stun, w/s Pyro flame will not trigger, no PDK to help, no DM with heavy CC team... this is not right.

    Cheers
    Gmac
    I totally agree man it's way too op. They gotta adjust the prisoner soon or it's gonna be the end with these new talismans coming in also.

  10. #140
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    Quote Originally Posted by treeb0mbb View Post
    I totally agree man it's way too op. They gotta adjust the prisoner soon or it's gonna be the end with these new talismans coming in also.
    Hey man, you have to clear your inbox! Can't reach you for days! Cheers!

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