- Joined
- Jul 1, 2022
- Messages
- 33
Good concept but i have some issues with this
1. In the early game, it's quite easy for the 1st wave to reach the enemy base with you help but this aggros the paladin too easily
2. Regarding the paladin, he does not return to his starting position after he pushes you back, he stays outside or more commonly, get aggro'ed by the new attack wave and progressively inches closer to your base. This is not good when you're barely 3 minutes into the game and he's lvl 7 and you're a lowly level 2
3. If you manage to kill him, he respawns and becomes part of the attack waves. This is very frightening when you're like level 3 and sacrificed a good chunk of your base to kill him because he won't go home after the 1st wave dragged him outside
4. Bases should be able to retrain lost guards depending on what production building is left (e.g, having the bestiary can allow the kodo to be retrained after a period of time)
5. Making the fountain of health accessible and capable of healing can benefit the player
1. In the early game, it's quite easy for the 1st wave to reach the enemy base with you help but this aggros the paladin too easily
2. Regarding the paladin, he does not return to his starting position after he pushes you back, he stays outside or more commonly, get aggro'ed by the new attack wave and progressively inches closer to your base. This is not good when you're barely 3 minutes into the game and he's lvl 7 and you're a lowly level 2
3. If you manage to kill him, he respawns and becomes part of the attack waves. This is very frightening when you're like level 3 and sacrificed a good chunk of your base to kill him because he won't go home after the 1st wave dragged him outside
4. Bases should be able to retrain lost guards depending on what production building is left (e.g, having the bestiary can allow the kodo to be retrained after a period of time)
5. Making the fountain of health accessible and capable of healing can benefit the player