DeletedUser861
Guest
Note: This is my first Elvenar Forums post. I hope that the community is receptive to my at times blunt observations and ideas without any hard core trolling. My motives are pure; I simply would love to see Combat/Battle Meta changes as I am very passionate about combat.
I began to play Elvenar at launch. I got most of my buildings to level 15 many months ago and like many players, out of complete boredom quit playing. Recently out of curiosity I returned. I don't know what to think about this Ancient Wonders dealie, however Runeshards & a majority of the buildings associate with Runes are "Meh", okay at best; the Tournaments are a VERY costly & are non-rewarding IMHO.
I enjoy Elvenar; the collecting of resources and the creation of unique colorful buildings is addictive - not to mention all the fun non-stop clicking of my mouse & the support from my amazing Fellowship as well as over all Community - However then there is combat - no matter how you dice it Combat in Elvenar is the most Un-Dynamic boring crappola I have every experienced within a game...any type or style of game. This is one very good reason why so many left the game after just a couple/few months after game launch - not to mention the "One shot" early on imbalances within combat until you leveled up enough KP within the combat portion of the K-Tree and the reason still many players dread combat. Combat/Battling just simply put is not fun! Not interactive enough. Not thought provoking or dynamic enough.
The Hexagon grid system is just soooooo boring and uneventful.
I just got done watching the "Elvenar Battle Updates" Yahoo Vid. I am so confused...
Instead of making combat more of an interesting challenge, Devs are making it easier - WHAT???? *pulls out hair* Why give alignment? I mean alignment (good or bad) can work if there is an existing somewhat complex combat strategy system that compliments alignment but to add it just to make it easier for players who choose to not apply themselves? I guess its okay for early on when troops are weaker and players have limited type of units - but...okay..then. *pulls out another handful of hair*
Are Devs taking away the existing buff that for example Sorcs facilitate "Broken Valor" or "Wound Enemies" That Golems facilitate? - you know the Attack Debuff and/or Armor Break/Sunder that should be used on ANY Hostile Unit at the appropriate time *insert brain here* not just on "Good" units? I certainly hope not. It appeared from the video that those Buffs/Debuffs still exist in the new Patch Content, however how effective will they be against an alignment that is "bad"? Do buffs/debuffs affect alignment?
Players need more control and options not an "easier" system. We need a *CHOICE* (to exercise our mental faculties if so desired) of at the very minimum - a few skills per unit. We need buffs specific to each unit/class - We need mitigating values or skills such as "Block", "Dodge" and/or "Parry".
And why not give players the ability to choose weapons or even better yet to develop or craft or skill up a weapon or weapons of choice? Devs could even add or implement basic stats choices such as Intel or Strengh, Agility etc. giving us the choice to choose a certain amount of stat points (or even skill points) as we deem necessary per unit per tool-kit. We need the option to choose which unit takes a turn and when; apply a buff? Why yes! Mitigate and attack, certainly! Use a particular skill on a hostile, of course!
I want my Wizard/Sorc to FROSTBOLT - FREEZE Suckah (insert evil maniacal laugh) - Nuke-Nuke buhbye! GONE Seeyahlater! - not the typical boring apply an attack break or defense break/sunder armor and then simple boring *blam blam blam* --- After all this is a RTS (of sorts) correct?...I guess without much thought into player "Strategy". *sigh*
Why not even add attack speed (speed of attack)or weapon speed or speed of travel like a Sorc/Mages "Blink" or an Assassin Class "Stealth"? Would be fun....
Think about how fun it would be to have a Sorc for example have 3 skills to choose from; skills such as Freezing an enemy or Blinking across the map or a Frost or Fire Nuke with a damage bonus when Frozen or perhaps an AOE (Area of Effect) - meaning many targets are hit at once Skill such as Frost Nova - freezing all targets hit for one turn?
Or adding to our first (often obsolete deep in the knowledge tree units) units such as Sword Dancer the ability to go into Hiding/Stealth or Sneak up from behind for facilitating a Back-stab skill that is a given Crit thus double damage?
Imagine taking possible in-coming damage from a hostile target but instead of the usual scenario playing out we possess the choice to facilitate skills & or abilities to Mitigate that damage through various methods such as Block or Blink or Stealth OR choosing instead to apply a Debuff (to hostile units) or Buff (to self or another friendly target) then choosing to exert damage... perhaps a Sorc could use a skill that turns a hostile unit into a harmless fluffy kitten or fuzzy lamb...
*sis boom baaahhh* = The sound of a Sheep exploding!
Of course skills/abilities such as these would need GCDs (Global CoolDowns) & Personal Skill/Ability Cool Downs or they could potentially become OP as well as the opposing Hostile players from the AI perspective would also need to possess similar skill/sets-tool/kits.
Another idea in the future that I know has been touched on is Real Live PvP or Player Verses Player combat/arena.
Give the players a variety of unique and carefully developed options that make combat both enjoyable and rewarding; some of us actually enjoy a healthy vibrant combat system that rewards facilitating the correct choice at the correct time.
Create for us true Game (Combat) Meta that is Progressive in Nature, Enjoyable & Rewarding.
PS how sad that I have almost a Zillion troops! okay a bit of an exaggeration however this bites how Devs are implementing this new and (improved?!?!?) combat system and what??? I am a bit confused - are we losing our existing troops? if sooooo - I'm not a happy camper..conqueror...builder...chic.
I began to play Elvenar at launch. I got most of my buildings to level 15 many months ago and like many players, out of complete boredom quit playing. Recently out of curiosity I returned. I don't know what to think about this Ancient Wonders dealie, however Runeshards & a majority of the buildings associate with Runes are "Meh", okay at best; the Tournaments are a VERY costly & are non-rewarding IMHO.
I enjoy Elvenar; the collecting of resources and the creation of unique colorful buildings is addictive - not to mention all the fun non-stop clicking of my mouse & the support from my amazing Fellowship as well as over all Community - However then there is combat - no matter how you dice it Combat in Elvenar is the most Un-Dynamic boring crappola I have every experienced within a game...any type or style of game. This is one very good reason why so many left the game after just a couple/few months after game launch - not to mention the "One shot" early on imbalances within combat until you leveled up enough KP within the combat portion of the K-Tree and the reason still many players dread combat. Combat/Battling just simply put is not fun! Not interactive enough. Not thought provoking or dynamic enough.
The Hexagon grid system is just soooooo boring and uneventful.
I just got done watching the "Elvenar Battle Updates" Yahoo Vid. I am so confused...
Instead of making combat more of an interesting challenge, Devs are making it easier - WHAT???? *pulls out hair* Why give alignment? I mean alignment (good or bad) can work if there is an existing somewhat complex combat strategy system that compliments alignment but to add it just to make it easier for players who choose to not apply themselves? I guess its okay for early on when troops are weaker and players have limited type of units - but...okay..then. *pulls out another handful of hair*
Are Devs taking away the existing buff that for example Sorcs facilitate "Broken Valor" or "Wound Enemies" That Golems facilitate? - you know the Attack Debuff and/or Armor Break/Sunder that should be used on ANY Hostile Unit at the appropriate time *insert brain here* not just on "Good" units? I certainly hope not. It appeared from the video that those Buffs/Debuffs still exist in the new Patch Content, however how effective will they be against an alignment that is "bad"? Do buffs/debuffs affect alignment?
Players need more control and options not an "easier" system. We need a *CHOICE* (to exercise our mental faculties if so desired) of at the very minimum - a few skills per unit. We need buffs specific to each unit/class - We need mitigating values or skills such as "Block", "Dodge" and/or "Parry".
And why not give players the ability to choose weapons or even better yet to develop or craft or skill up a weapon or weapons of choice? Devs could even add or implement basic stats choices such as Intel or Strengh, Agility etc. giving us the choice to choose a certain amount of stat points (or even skill points) as we deem necessary per unit per tool-kit. We need the option to choose which unit takes a turn and when; apply a buff? Why yes! Mitigate and attack, certainly! Use a particular skill on a hostile, of course!
I want my Wizard/Sorc to FROSTBOLT - FREEZE Suckah (insert evil maniacal laugh) - Nuke-Nuke buhbye! GONE Seeyahlater! - not the typical boring apply an attack break or defense break/sunder armor and then simple boring *blam blam blam* --- After all this is a RTS (of sorts) correct?...I guess without much thought into player "Strategy". *sigh*
Why not even add attack speed (speed of attack)or weapon speed or speed of travel like a Sorc/Mages "Blink" or an Assassin Class "Stealth"? Would be fun....
Think about how fun it would be to have a Sorc for example have 3 skills to choose from; skills such as Freezing an enemy or Blinking across the map or a Frost or Fire Nuke with a damage bonus when Frozen or perhaps an AOE (Area of Effect) - meaning many targets are hit at once Skill such as Frost Nova - freezing all targets hit for one turn?
Or adding to our first (often obsolete deep in the knowledge tree units) units such as Sword Dancer the ability to go into Hiding/Stealth or Sneak up from behind for facilitating a Back-stab skill that is a given Crit thus double damage?
Imagine taking possible in-coming damage from a hostile target but instead of the usual scenario playing out we possess the choice to facilitate skills & or abilities to Mitigate that damage through various methods such as Block or Blink or Stealth OR choosing instead to apply a Debuff (to hostile units) or Buff (to self or another friendly target) then choosing to exert damage... perhaps a Sorc could use a skill that turns a hostile unit into a harmless fluffy kitten or fuzzy lamb...
*sis boom baaahhh* = The sound of a Sheep exploding!
Of course skills/abilities such as these would need GCDs (Global CoolDowns) & Personal Skill/Ability Cool Downs or they could potentially become OP as well as the opposing Hostile players from the AI perspective would also need to possess similar skill/sets-tool/kits.
Another idea in the future that I know has been touched on is Real Live PvP or Player Verses Player combat/arena.
Give the players a variety of unique and carefully developed options that make combat both enjoyable and rewarding; some of us actually enjoy a healthy vibrant combat system that rewards facilitating the correct choice at the correct time.
Create for us true Game (Combat) Meta that is Progressive in Nature, Enjoyable & Rewarding.
PS how sad that I have almost a Zillion troops! okay a bit of an exaggeration however this bites how Devs are implementing this new and (improved?!?!?) combat system and what??? I am a bit confused - are we losing our existing troops? if sooooo - I'm not a happy camper..conqueror...builder...chic.
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