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Most likely from a Trap Part.1
After playing quite a few Rift Lord Chaos Trials and have completed several Tier 12 too, I have some concerns about some of the modifiers.
First of all, I mostly Agree with Narkh.
Coin Drain is absolute hell. I don't think it's well balanced.
Being a drain that is based on % of current coins, it's way too strong. I don't even know how it is balanced for different party sizes but I bet that even though on paper being the same amount of coins drained for 1 or 3 players, having the available coins split in 3 makes it way harder to spend, and almost impossible when paired with expensive traps.
The coin income isn't constant, which makes this modifier absolutely OP. Pretty much Forces you to just randomly place traps near you (as a bank of coins) to sell them in the breaks if you want to place them properly or in a new lane. That feels quite ridiculous for being the best counter play.
I second the idea of making it a debuff based on time like the knockback modifier or the healing aura. Or instead of drain, make it a negate of coin income (like the sabotage consumable) for some seconds every now and then.
Or even better, make it an aura like the healing, that minions dying inside of it don't give any coins.
Or a funny one, make that all the coin income is dropped in form of coins and you have to pick it up instead of directly receiving it.
Gear disable is very annoying.
I really like the idea of just disabling one of the slots or making the cooldowns longer instead. Or both, and we have another modifier
Drains and Go-breaks should indeed have some kind of exception for building times. They are pretty annoying at the start of the matches.
Rubble needs some tweaking and fixing. It makes heroes stutter/get stuck when walking over them, pickups can't be picked when they are on top of them, trap count, sounds of barricades being attacked...
Camera freeze is annoying but can be countered with healing traits, consumables, wells, gear. Spudge is Okay now imo.
The rest are fine for me. Being expensive traps, spawn protection and rift points loss on death the hardest ones, Mercenaries sometimes too, which can make you lose easily when paired with several annoying ones or certain map/modifiers combos.
But I'm still having quite a lot of fun on the high tiers of the Rift Lord Chaos Trials. Below Tier 8 feels quite a bit trivial for a maxed account or atleast for me unless it's an insanely bad combo of modifiers. I wish we could have a Key for lvl 100 which starts being really challenging :P, I'll keep dreaming but I love the mode (at high tiers).2
Pizzaholic said:How do you choose between both of the queues?1
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