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  • #31
    Originally posted by xprs View Post

    Figure out a route yes, but you have a good amount of time to plan and decide on that route, slow push player you can't spend a minute planning, or else your timer will run out before you beat the base. Often the route is fairly self-evident as well, especially once you've done it dozens of times and learned what to prioritize and how to deal with various situations, you're still never in a situation of frantically micromanaging several gods against several threats in real time, trying to keep track of and control everything at once. You can sip on a latte and take your time dropping your gods and executing your plan. Not every plan will work, and if it fails you lose, but your loss will have come at little cost to yourself in time or effort. Slow push player could spend 3 minutes grinding away at a base only for a centaur to charge in and kill off two support gods and game over. I don't really mind if a player has slow push beat 90% of my base and decides to finish it off with Zeus in a corner or Artemis spreadshotting her way forward, I've only ever once seen a player use a single god to take out my entire base, and that was Hermes patron dashing in and out, never seen that duplicated though so I'm not sure if that's normal or not, I know my very strong Artemis patron could certainly not take out a base on her own unless at least 75% of it has already been beaten with the full team.

    Going back to my original post, I believe it should be removed because it's created the imbalances we see today, and despite you enjoying monogod attacking, judging by how many use it, the majority do not enjoy it, I for one have used it in the weekly challenges where it's unavoidable, and I've gotten pretty good at it, but I have no interest in playing the game using it, it's dull. It also disrespects the effort people put into designing bases, when you figure out sneaky ways to avoid actually fighting the base. Centaurs are designed primarily as an anti mono-god defense, however while they've made monogod harder, they've punished slow push even further to the point many are abandoning attacking because they have no interest either in switching to monogod attacking (because it's boring). Remove monogod and defensive buildings/heros can be balanced against slow push, in a reasonable way, attempting to balance against both attack strategies isn't working, clearly, and the majority who play the game for the tactical fun and excitement of slowpush battles as opposed to the boring approach of 'hacking' the base by avoiding it, should have their interest represented, not the very vocal minority top 50 trophy-climbers who seem to have more sway because they buy more gem packs. I'd much rather have an active game with a large player base, ten thousand players who spend $2 a month, as opposed to 50 who spend $1000 a month. The game is failing, if you hadn't noticed, and soon it'll just be you and Kitten and Chris battling each other with gem packs to see who can get the most trophies fastest lol, a war of financial attrition.
    This debate about mono vs. Slowpush is stale and old as the Gods themselves. Im not very good at monogod at all, i can use it when i really need it but i often fail, and that gives me respect for the people who can monogod. Yes you can kill temples quickly and bypass defences, thats the advantage, it comes with heavy costs. You have 10 gods and 10 temples, your margain for error is effectively nonexistent. I personally find it much less stressful to manage a team of gods against the onslaught, i find overcoming that struggle to be both rewarding and satisfying in skill so perhaps i'm less frustrated than you. Managing your time limit and planning is part of the game, and mono can also take alot of time, especially if something goes wrong. I, at least, am definitely not sipping any lattes.

    Wasting as much of my opponents time as possible is something myselfnand many others consider in their defence. I try to make my city as hard on my opponents eyes as possible, planning an attack on short time should be difficult, and its a valid strategy.

    Finding a way around it with Monogod is nothing more or less than a fair turnabout.

    All defeats are frustrating regardless of the strategy used, this debate does nothing more than to propagate imaginary balance issues where none exist. Theres plenty of real issues, so can we please ditch the tired conspiracy about how the game's Staff are in cahoots with the top paying players - that's stupid and wouldnt make your company much money, which is why its not happening. This game simply doesnt have the playerbase to pull profit from a scheme like that.

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    • #32
      Honestly mono should be kept or else this game will have no variety and people will have slow push removed next as it is 2nd best strategy after mono

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      • #33
        Originally posted by Crazy Uncle Oceanus View Post

        This debate about mono vs. Slowpush is stale and old as the Gods themselves. Im not very good at monogod at all, i can use it when i really need it but i often fail, and that gives me respect for the people who can monogod. Yes you can kill temples quickly and bypass defences, thats the advantage, it comes with heavy costs. You have 10 gods and 10 temples, your margain for error is effectively nonexistent. I personally find it much less stressful to manage a team of gods against the onslaught, i find overcoming that struggle to be both rewarding and satisfying in skill so perhaps i'm less frustrated than you. Managing your time limit and planning is part of the game, and mono can also take alot of time, especially if something goes wrong. I, at least, am definitely not sipping any lattes.

        Wasting as much of my opponents time as possible is something myselfnand many others consider in their defence. I try to make my city as hard on my opponents eyes as possible, planning an attack on short time should be difficult, and its a valid strategy.

        Finding a way around it with Monogod is nothing more or less than a fair turnabout.

        All defeats are frustrating regardless of the strategy used, this debate does nothing more than to propagate imaginary balance issues where none exist. Theres plenty of real issues, so can we please ditch the tired conspiracy about how the game's Staff are in cahoots with the top paying players - that's stupid and wouldnt make your company much money, which is why its not happening. This game simply doesnt have the playerbase to pull profit from a scheme like that.
        That's funny, so there's no reason at all to think there is an issue with the fact that as I hop from alliance to alliance, I notice the same theme, players ranging from around 90 - 120 all stuck around the same olympus offense trophy range? The few exceptions you quickly clue in, are using mono to push through that wall. What is the wall? Centaurs primarily, heros to a lesser extent, and gorgons a distant third and hardly worth mentioning. Why were swift powerful centaurs added to the game? To help manage monogod dominance primarily. What was the unintended side effect of their addition? Making slow push virtually impossible against bases which emphasise them heavily with pink houses. I've joined the alliances with the top players, all of them are using mono to maintain their trophy dominance. I don't hold that against them, their goal in the game, their measure of success is in having high trophies, to achieve high trophies requires mono. Mono is, was, and will always be simply a way of 'hacking' the game for cheap wins and outsized trophy gains, and the unfortunate effect of allowing it to proliferate is that it leads to the inclusion of things like centaurs which completely unbalance the game against those who play it the proper way, actually fighting against the base that someone has spent hours upon hours earning stone for and designing.

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