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Thanks for the answers by the way, even though I still don't really get why they throw so much grinders everywhere. I can't seem to notice the DPS out of these.
As for the reason why people throw so many of them is because of deck limits I reckon, if you can only carry one wall trap, you wanna go with the most versatile. However, if you want a wall trap to do super high damage, you'll go with the wall charger. However, the wall charger is a "rare" trap, which means a lot of people will have a higher tier grinder than a wall charger, so that's also a reason why it's used more.1
I've said a billion times that the overload trap needs an overhaul... call it chaos bolt or something, and make it fire a random bolt of one of the magic types... fire, ice, arcane, electricity. That should make it interesting AND useful. Also, none of that disable stuff... why would I potentially gimp myself by using it?
It's like the ambush and execution triggers, using them means restricting the use of your traps into certain conditions that are very difficult (or plain impossible) to control.1
Lorelle said:I kinda wish they could leave Siege in as a 100% optional unbalanced mess with the disclaimer that all patches were for PvE only and Siege would just have to take whatever came its way. But that might make the game look bad or something? Dunno.1
It's being made "easier" for solo, so no need to reset... if it was being made harder, yeah... :P1
So, apparently you can create a pathing paradox by completely blocking the top gate, which in theory shouldn't be possible... weird thing is, it's not really entirely blocked, but the AI seems to believe so... which leads to exploding barricades and many tears
Here's a video reproducing it... I've reporduced it 3 times already, so I'm guessing it's a proper bug: