[ZS] Battle arena compromise

Discussion in 'Ideas' started by God of Bacon, Oct 26, 2013.

  1. God of Bacon

    God of Bacon Member

    Well If you read the first idea highlighted in blue you'd see my PREFERRED option was to take out the slider and put the arena back to how it originally was... On top of that you're complaining that your defense is worthless? The reason it should be adjusted is because attack was adjusted and now people are hitting top tier finishes without lifting a finger.

    I built my slayer for an all attack build because I don't like defense. It keeps slayers off your rivals list, and it takes up skill points you could use to kill someone. It doesn't fit my style of play. Considering you have a lot of experience with the game if you felt that there's no reason to add defense then why do you add it on every platform you play on?

    Also defense strength is taken into play when dealing with damage. Of course health is going to be the ultimate deciding factor, but you can straight kill someone defensively too, it just all depends on who's stupid enough to allow it to happen.

    Edit: I just read your post back again and correct me if I'm wrong but are you asking for your defense to be more useful in offensive situations? When you attack someone it is made perfectly clear that your ATTACK skill determines that outcome. If you wanted to be a more offensive slayer than why is your defense much higher than your attack? It's a very simply game mechanic and there's a simple solution to the problem. Add to attack instead of defense.
     
    Last edited: Nov 8, 2013
  2. God of Bacon

    God of Bacon Member

    I asked for more of a challenge, not more waiting for people to get out of defense mode. I'd like more people participating and building up health. Hell maybe a non-faction member could kill me one of these days. My point is this. Defense is fine, 3 hours of defense mode from the start isn't. If there are 30 people left 3 of them are working together and 27 of them never logged on how is that a challenge? It's boring to sit there and wait, make people work for their victory.
     
  3. polishpimp

    polishpimp Well-Known Member

    Defense plays a huge role...perhaps even more than attack. The obvious.....If u have much more defense you can start and ride out most of the arena while being completely inactive without lifting a finger and rank well, get limited rewards and achievements. If u have high defense and are actually manning your account during the arena you can get your minimum attacks in on a inactive account then wait to go into defense until/if you come under heavy attack and you are pretty much ensured to even go further and even get full rewards and achievements. High defense also helps if u are a sniper because if u steal a kill and the person that brought the target turns on you ...you simply go into defense, call it a day and wait to collect your rewards. The same is not true for a high attack low defense sniper, if they steal a kill and the player you stole it from turns on you...they can still take you out in defensive stance and even get better XP for doing so. Uber high attack builds with very low defense are not all that effective unless hitting the weakest of targets because they lose nearly as much health and in some cases more than they can ever get in return from a kill reward. If they get heavily invested health wise and get that kill stolen then they are often screwed at that point. The handicap is also more advantages for higher defensive builds because it allows those players to still win some battles regardless of how weak their attack is. The handicap works against high attack builds as they will lose battles they normally wouldnt and when they do they are taking huge hits to their own health due to lack of defense. Now ya toss in the slider and the now uber short arenas in Kanoplay and the advantage goes to defense bigtime. A defensive player can spend minimal stamina/FP/UN by just getting the minimum number of attacks and still rank well and get full rewards. The high attack players must rely on health which costs lots of stamina/un/fp, even if they do well they probably spent most of or even more than what they got for rewards and they had to be there actually playing most of the time. Of course there are some exceptions to these rules but they are few and far between
     
    Last edited: Nov 8, 2013
  4. Conor Murphy

    Conor Murphy Member

    I don't play ZS much anyway, so...
     

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