rbf2000
Aug 22, 2003, 01:54 AM
Now, this is the trial version, so anything I say here is likely (read: hopefully) to be fixed in the final version.
But as it is now, after my few hours of playing, heros and arkz are not balanced.
Whenever you want an easy win against the computer, you make them an ark, and yourself a hero. Because hero's have their sheilds on them, while arkz have their sheilds around the playing feild. This would make you think that an ark would simply have to position themselves and their monster well in order to survive. Like baracading themselves in the corner to protect themselves from the onslaught. And while back there, having a monster attack the hero.
Or, better yet, trap the hero in the corner with two monsters.
In theory it's a good idea. The problem is the ark is always on the run, and even if you are safe for one turn, the very next, a hero can equip something and go around, or kill off your monsters, etc.
Now, if an ark trapts somebody in the corner, it should be game over. But I was recently trapped in the corner, and ended up winning. He had two monsters attacking me from each side, and then he would periodically cast barta on me from two spaces away (directly behind one of his monsters). I think I held out for about 12 turns. Killing his monsters, only to have them replaced by another, and likewise, him breaking my weapons, and I would just replace them. After 12 turns, I got a weapon that could hit two spaces in a row, so I killed him (he had 10hp left, and the wep just happened to do 10 damage).
Anyways, my point is, trapping somebody in the corner is the arkz bread and butter. And if an ark can't even win like that, then how can the two classes be balanced?
I have no clue how the two classes could be more balanced, but something needs to be done. Who knows, maybe I just haven't found the right cards, or the right strategy for playing as an ark.
*passes out*
But as it is now, after my few hours of playing, heros and arkz are not balanced.
Whenever you want an easy win against the computer, you make them an ark, and yourself a hero. Because hero's have their sheilds on them, while arkz have their sheilds around the playing feild. This would make you think that an ark would simply have to position themselves and their monster well in order to survive. Like baracading themselves in the corner to protect themselves from the onslaught. And while back there, having a monster attack the hero.
Or, better yet, trap the hero in the corner with two monsters.
In theory it's a good idea. The problem is the ark is always on the run, and even if you are safe for one turn, the very next, a hero can equip something and go around, or kill off your monsters, etc.
Now, if an ark trapts somebody in the corner, it should be game over. But I was recently trapped in the corner, and ended up winning. He had two monsters attacking me from each side, and then he would periodically cast barta on me from two spaces away (directly behind one of his monsters). I think I held out for about 12 turns. Killing his monsters, only to have them replaced by another, and likewise, him breaking my weapons, and I would just replace them. After 12 turns, I got a weapon that could hit two spaces in a row, so I killed him (he had 10hp left, and the wep just happened to do 10 damage).
Anyways, my point is, trapping somebody in the corner is the arkz bread and butter. And if an ark can't even win like that, then how can the two classes be balanced?
I have no clue how the two classes could be more balanced, but something needs to be done. Who knows, maybe I just haven't found the right cards, or the right strategy for playing as an ark.
*passes out*