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[ Help ] nerf earth main shield passive

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  • Registered: 2017-07-24
  • Topics: 5
  • Posts: 43
On 2016-12-03 09:01:48Show All Posts
14#
  • Kaigen On 2016-12-02 21:11:16
  • Stranger commentary on the play styles of the mains is that each one has a pretty direct strategy to counter its...erm...counter.

    Lightning's constant attacks and bloodthirsty lets it rip through wind clones like nothing.
    Earth's turtling shields is the antithesis to lightnings bursty early damage.
    Water's easy poison activation goes right through earth's shields.
    Fire can out-control water if talented to do so.
    Wind throws up a huge mount of * clones to absorb fire's control (that said wind still feels a bit weak in this match up since fire's AOE can just demolish a clone defense).
Water does not counter Earth. Taking poison also means giving up an hp shield in the form of a clone that also has a high chance to apply acupucture and initiate a combo on turn 1. Poison does little damage and is the most easily negateble debuff as the damage is low while poison can be removed and healed at the same time. Simply having a healer on the team of the Earth main allows the Earth main to avoid taking poison damage. This is completely different from the vastly superior ignition debuff which the water main can't apply and which the water main can't heal through despite being a water ninja. I lose to Earth all the time as a water main because Earth main has no problem removing and healing through poison and water main heals are simply much weaker than 2500 hp every turn on 2 ninjas when the Earth main can interupt, can't be comboed, can initiate combos.

Earth main is way OP as it just has too much going on for it. It cannot be easily cced as many ccs are applied via combo, something which cannot be done to an Earth main which is hugely problematic. It cannot be easily debuffed as many debuffs are again applied through combo. Making skills that prevent combo and not making those skills available to all mains was a HUGE mistake. Making the Earth main's skill apply a stacking 2500hp shield every turn shows a lack of ability to create a properly balanced game.

It should also be pointed out how unfairly *ist the game is as females mostly only get the inferior poison which can be easily removed and healed through while males mostly get ignition which cannot be removed and healed through. This post was last edited by com***@hotmail.com at 2016-12-3 09:10
  • Registered: 2017-07-24
  • Topics: 5
  • Posts: 43
On 2016-12-03 09:07:40Show All Posts
15#
  • On 2016-12-03 05:54:49
  • You have to make a good team each time to beat your opponent, every time you have to improvise.
    I got an earth main (yes, cuz its the only playable role with free ninjas against the p2p players), I was fighting an lighting main (survival) and at the first round he was doing 4 hits and combo to my kabuto(4th place) letting him live with half hp... Imagine if in the 2nd round you have a combo as well he will die and the team will be useless.
    As they told you before, dont expect to win everyone with the same main/team.. you have to change each time.
What an absurd statement.

You only know who your opponent is when you do ranked battle and survival. For every other form of PvP you do not know who your opponent is.

This statement also contradicts itself. "You have to make a good team each time to beat your opponent" which implies that your opponent has to make a good team to beat you. But if your opponent has to make a good team to beat you then your team is already good, possibly as good as you can make it. So the reason why you are losing is a balance issue. To put it more simply, if you can only beat your opponent by making a specific team then your opponent is op since your opponent doesn't have to make a specific team to beat you. They can simply beat you as a matter of course because they are op and you aren't.
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