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  • Re: Really need to fix your matchmaking for sabotage

    Lorelle said:
    I actually got into a Sabotage match with two players who had only red traps and the most basic of traps (to the point where I wouldn't be surprised if they were fresh out of the tutorial).   It was kinda funny how easily the enemies died to me because of the averaging scaling, although what really impressed me was that somehow those two managed to hold off the first of the two paths (Thuricvold Village, first path) in Sudden Death to the point where the orcs never reached the guardian instead of just crumpling and we actually managed to win (the enemy team wasn't a premade but they had premium heros like Temper and Tundra so I assume they were more experienced than the newbies I was with unless they just cashed at the start).  Not sure how a newbie Blackpaw and Max team managed to pull that off.  Most of that lane was filled with their newbie spike traps and a few concussive pounders where they could fit them.

    Although I did have to show them how to use barricades (another thing that makes me believe they were fresh off the tutorial).  At first they didn't place any barricades at all and even spike trapped the outside of the lanes where no minions would probably go without barricades to force them there.  Good thing you have a lot of time in the first set up phase.

    .....but yea, minions do indeed get autoscaled to go with the level of the team.
    knowledge goes a long way and i think a fallacy a lot of players fall into is that "Everything i learned in survival works here" when it isn't the case. survival is a race against a timer and the minions spawning where Sabotage is a lot of planning for possible threats which means you need a diverse setup that can handle almost everything in the game on every map.

    increasing enemy pathing length and increasing the amount of time enemies spend in trapped areas is often more important than traits and trap levels.

    The most solid advantage any three person team has in sabotage is communication and experience playing with the other people in their group and i agree this is hard to do with random matchmaking and even harder to overcome when matched right.

    I've played with quite a few players personally who refuse to cooperate with their teams and newer players who have a sound grasp of the game and play very well despite having anymore than very basic traps. People also assume the early traps are weak which is also a falsehood in itself.
  • Re: Openin 32 boxes

    You get some gibs, and you get some gibs, everybody gets some gibs!

    Straggy said:
    Most players missing any parts, but putting them into the store would be pay to win. I think premium shoppe offered a new chance to get missing parts, although it is rng either.
    putting them in the store wouldn't be pay to win specifically, it'd just reduce the amount of chests that could be sold. you can already purchase rift lord chests with gold which eventually yields everything, and you can purchase skulls. There's no reason to grind unless you want to if you're willing to throw money at the game.
  • Re: Patch 2.1 - Premium Shoppe!

    I wonder if this is because baths is only on war mage and rift lord and the rift lord version of the map is adjusting the difficulty of everything? I have had similarly high hp enemies spawn on the baths and falling folly but on folly i had a d/c'd party member which made things less than ideal. on baths everyone just seemed to have minions hitting the rift from wave 1.

    If rift lord maps are being played with players below the difficulty level because of the matchmaker balancing this could be an unintended issue.
  • Re: Why does Robot release most of the patches on Tuesdays? And about IA

    Patiently awaiting new hero/trap teasers, it'll happen someday I'm sure.