#Teamkilling mechanics disproportionately hurt small Captains

5 messages · Page 1 of 1 (latest)

finite flume
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Hey there! Thanks for the detailed feedback. I'll be sure to get this together to share with the team!

faint roost
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I am 100% with this guy. I just mentioned this in the chat above. It's ridiculous that I'm forced to use those 3 just to even have a remote chance at a battle, and then it can fail when the ranged enemy destroys my guy. They're not exactly underdeveloped, with the Barabarian and Berseker being lvl 22-23, but my Warbeast is only lvl 7 but can only get shards through winning battles.

I was really enjoying this game, but now with 32 days of this junk again, I can almost be certain that my motivation to play as much as possible is definitely going to drop, as it has with my group already in day 1. Nothing is more disheartening than to be solo and have both your Berserker and Barbarian killed in back to back battles with Warbeast still an hour from cooldown and can only use them with the mind control enemy out there, and the Saint is useless solo since they don't attack.

To me personally, this is a disastrous flaw in the planning for the upcoming battle and thinking it was OK to use the same mechanics again for such an enormously long period of time.

wraith garnet
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Yeah I agree, we've had a lot of events that penalise small captains. Starting with the colossus event it's like I was CONSTANTLY placing the only options I had to make people not lose.... it's not a fun way to play the game at all. it's driven me away from placing for smaller streamers and even just away from wanting to play.

finite flume
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We definitely want to make Raiders fun for everyone, regardless of size. It's an ongoing battle and we are working on this. Thank you for the feedback!

solid hemlock
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This season it’s mostly ranged enemies and we’re mostly forced to use melee units with these mind control things.