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stalling strategy


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#1 englocked

englocked

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Posted 28 May 2015 - 02:05 PM

Unlike regular creeps, bosses don't have a timed life. Keeping early bosses alive and using them as a protection mean is a very cheap and effective strategy which should be removed or at least made less effective imo.

 

A solution would be to grant bosses extra damage the longer they hit a wall (beyond the regular frenzy ability) forcing the player to kill them eventually.

 



#2 TheDwarfLard

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Posted 29 May 2015 - 02:41 AM

Sort of like Cerberus' ability?



#3 Sieghart93

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Posted 29 May 2015 - 04:14 AM

it might also be interesting if u just make it kabooom with a big amount of damage after a certain amount of time.... trolololol


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#4 Sieghart93

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Posted 07 June 2015 - 03:52 AM

it might be also good if assuming a penalty should be which the mobs will be having a skill which can only be cast upon the last 5 second on its timed live where it will kill/damage a random structures or units in 1k range or  like the random infernals falling from the sky...

Or just give it a transform ability where it turn into a different monster with lot more crazy stats or growing as time goes as said up there






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