Similarly, Collaboration Attack locks you out of using assassins entirely and can also result in your frontline abandoning their post to go chase a Devil around the map.īut let’s say you’re stuck with these players for a while, for one reason or another. If one of your players has Despise Weakness, you can essentially never run a comp that doesn’t include an assassin because trying to have that player run a long-range damage dealer simply ensures that they’ll faceplant the melee and die repeatedly. The trouble is, he was going to do that anyway – all you really did was ensure that at some point during the fight, he’s going to lose interest in beating on the healer because the enemy Shield Bearer finally went down to 10% health, so now he’s haring off across the battlefield to go poke her armored buttocks.įar more importantly, however, these traits force you into specific comps. Yes, it’s a nice thought to give your Despise Weakness player a Ninja so he can go off and one-shot the Priestess. The issue is that these players are entirely single-minded about their desired targets, to the extent of being complete morons about it. They force specific targeting – the former targeting enemies that have recently been attacked, the latter the lowest health enemy. These traits both tend to look great on paper but are traps. In a lot of cases, these traits are functionally irrelevant once you get into the later stages – a small stat boost until the first kill amounts to virtually nothing in the grand scheme of a game – but there are certain ones to keep an eye out for, for better or worse: There are, as you’ll know or quickly learn, various traits that players can have when recruited.
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