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I was. I am 100% comfortable with slowpush and 80% with mono. I can beat anything except kitten and may be 1 or 2 more bases with push. Mono i have tough time with every base. Basically any base higher than my level is a challenge for me. Isn't it balance? If not I don't know what else.
Not being personal with anyone just my opinion.Comment
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May be our heros are favoured by norse(odin, loki, thor etc) or Egyptian gods(Isis, Ra, Set etc) thats why they are stronger than Atlantian gods🤣🤣.. ofcourse kidding..Comment
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Better new hero that slows down help🤩🤩.. naah just buffing few heros should work.Comment
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I’ve shown my view before. I think the reason why Heroes had to be so powerful is due to Patron Gods having Health and Strength boosts. But if we were to remove that option, and have only skills be overly boosted using Patron Points, then we will simplify the matters by far. Without no longer Health and Strength boosts, we’ll be able to nerf down Heroes (who are causing this huge imbalance between Slow Push and Mono) and we’ll also be able to solve some Patrons being picked more often than others. Cuz if we think about it, the Patrons that are picked often are the ones whose skills are double-benefiting from Health or Strength. Poseidon, Artemis, Apollo, Ares and Hera. Their skills benefit from Health or Strength while others, although it’s ofc good to have higher Health or Strength, do not have their skills directly correlated with Health or Strength. It was a very good move to introduce Patron Gods to counterbalance Environments. But I think allowing Health and Strength boosts, instead of letting Patrons only to focus boosts on abilities, was a mistake. This caused other features to rise uncommonly, like super boosted Heroes, which in turn caused imbalance between attacks. So in order to reverse this, I think we should simply remove Health and Strength options from Patrons and nerf Heroes in turn. We’ll be able to tweak how we boost each different skills in Patron Gods and status in Heroes, to get to where we want to be. That would be far more wiser and more possibility opening than current path, I think. Not to mention fun, cuz then we’ll be able to realistically consider how we could actively use unused Patrons in high ranks (Hades, Athena etc), while Heroes could shine differently according to their skills rather than physical status.
p.s. I have been thinking about this, if it were to happen how would that affect the design for Patron tab, cuz I think it’ll be weird to have only two line bars for boosts, when it used to have four xD So maybe it could have two boxes?.. alongside each other to represent each skill? I’m sure we’ll be able to get around that somehowComment
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Also for some reason, it somehow seems wrong to have one god higher health or strength than others. Like abilities, I can understand. Cuz abilities are all unique in their own ways and we would be providing one god a mean to outperform his/her abilities more than usual. But if it’s the question of increasing the number of HP or damage, idk it just seems wrong in realistical sense to me. But all in all, this second comment is just personal inkling, so please have a look at the first comment above for consideration.Comment
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I’ve shown my view before. I think the reason why Heroes had to be so powerful is due to Patron Gods having Health and Strength boosts. But if we were to remove that option, and have only skills be overly boosted using Patron Points, then we will simplify the matters by far. Without no longer Health and Strength boosts, we’ll be able to nerf down Heroes (who are causing this huge imbalance between Slow Push and Mono) and we’ll also be able to solve some Patrons being picked more often than others. Cuz if we think about it, the Patrons that are picked often are the ones whose skills are double-benefiting from Health or Strength. Poseidon, Artemis, Apollo, Ares and Hera. Their skills benefit from Health or Strength while others, although it’s ofc good to have higher Health or Strength, do not have their skills directly correlated with Health or Strength. It was a very good move to introduce Patron Gods to counterbalance Environments. But I think allowing Health and Strength boosts, instead of letting Patrons only to focus boosts on abilities, was a mistake. This caused other features to rise uncommonly, like super boosted Heroes, which in turn caused imbalance between attacks. So in order to reverse this, I think we should simply remove Health and Strength options from Patrons and nerf Heroes in turn. We’ll be able to tweak how we boost each different skills in Patron Gods and status in Heroes, to get to where we want to be. That would be far more wiser and more possibility opening than current path, I think. Not to mention fun, cuz then we’ll be able to realistically consider how we could actively use unused Patrons in high ranks (Hades, Athena etc), while Heroes could shine differently according to their skills rather than physical status.
p.s. I have been thinking about this, if it were to happen how would that affect the design for Patron tab, cuz I think it’ll be weird to have only two line bars for boosts, when it used to have four xD So maybe it could have two boxes?.. alongside each other to represent each skill? I’m sure we’ll be able to get around that somehow
Idea is simply to sell them to everyone and once its done launch something else and nerf previous update(heros in this case).
Remember paris with ability to freeze multiple gods. We didn't have to tell them he is OP hero. Obviously they knew that but then only few people will buy him in case he was like the way now.
Same way new heros, they needed to be 3 times weaker(in order to keep them equal to 1 hero) but that won't happen at launch. Just 1 hero in the game and slowpush became unbelievabley irritating. 3 strong heros and slowpush became out of question for many. Who is going to buy them if heros are balanced right at the beginning. They should be attention seeking right at the beginning then nerf will be happening later. I dont think they didn't know the fact that heros are overpowered but that's marketing strategy.
Eventually these 3 heros will be nerfed and something more overpowered will come in.
Well, I am not saying thats wrong being a marketing person in real life. we also do those things for fast revenue generation.
Just few more days and slowpush will be possible again in my opinion.
For now stay irritated you slowpush people😜😜😜🤣🤣🤣
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Personally, and mind you I am only a Lv 106, I'd like to see heroes as their own pantheon so to speak, but only useable as a defense for the player whose city is being attacked. Assisters can use their assist powers. Give em a light and heavy ability (no ultimate since they aren't gods) with reasonable recharge times. You'd still be able to unlock heroes at multiple levels like we do gods, develop abilities the same as well. Would still hamper slow push, but could hamper mono as well, depending on strategy and heroes unlocked. There wouldn't necessarily be a need for constant nerf calling.Vi veri universum vivus viciComment
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Many of the heroes were demigods, so it's not that much of a stretch. Besides, it's aphro boosting that really makes em tough. I've seen plenty of high level players take out the heroes that arent aphro boosted with Apollo, Poseidon, and Hera's revenge damageVi veri universum vivus viciComment
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