What makes shaloin so squishy?
I compared SH to CL, I found:
- they both have the same equipment
- wizard has 10% inherent M-resist, unlike windblade
- archer has more HP
- kinght has inherent resist, unlike monk
- CL healers are stronger
- shadow has +200 HP over ninja and 20% inherent M-resist
Just something to think about.
I believe to fix this we do:
- they both have the same equipment
- wizard has 10% inherent M-resist, so does windblade
- archer has more HP than poisioner
- kinght has 20% inherent P-resist, monk has 10%-10% resists
- CL healers are slightly stronger than taoist
- shadow has +200 HP over ninja and 20% inherent M-resist
Thoughts? (I know this isn't helping ArtNJ's thread any but we need to look at all the options)
This was just made to fix the squishy-ness, not the team problem as a whole. :)
SL is squishy? News to DE. =D
Shadow is already nigh unkillable (with shield, even a scrolled sworded imp needs 2 hits, or 3AP, and 40% magic resist means no dice). Same goes for monk. Add to the fact that even if DE does kill anything, SL is practically guaranteed to be able to make a trade (no amount of HP or resist will save you if you end the turn in range of more than 1 SL unit).
SL is squishy? News to DE. =D
Shadow is already nigh unkillable (with shield, even a scrolled sworded imp needs 2 hits, or 3AP, and 40% magic resist means no dice). Same goes for monk. Add to the fact that even if DE does kill anything, SL is practically guaranteed to be able to make a trade (no amount of HP or resist will save you if you end the turn in range of more than 1 SL unit).
most competent DE users have figured out how to shutdown the shaolin, a + 3 void monk just crushes the entire team and the void monk can keep a safe distance away from the shaolin. If you're in strikeing range of 2 or more shaolin units at the end of your turn then that means you were just suicding in which is not a good game plan against them or anybody for that matter. Also having the Wraith out on the field deters shadow from trying to convert units.
The monk is a mediocre meatshield , he has no value on offense, he's no serious threat to anybody , he's preety much your least vauled unit. him not being squishy preety much justify's his existence.
There may something to what Tabby says...a pretty high % of the League wins the Shaolin have come against the DE - the only team they are more or less holding their own with. Doesnt make a whole lot of sense to me, and the numbers arent very big, but it could be somewhat real. Maybe when the Shalin are buffed the DE will have problems, we'll see.
SL is squishy? News to DE. =D
Shadow is already nigh unkillable (with shield, even a scrolled sworded imp needs 2 hits, or 3AP, and 40% magic resist means no dice). Same goes for monk. Add to the fact that even if DE does kill anything, SL is practically guaranteed to be able to make a trade (no amount of HP or resist will save you if you end the turn in range of more than 1 SL unit).
most competent DE users have figured out how to shutdown the shaolin, a + 3 void monk just crushes the entire team and the void monk can keep a safe distance away from the shaolin. If you're in strikeing range of 2 or more shaolin units at the end of your turn then that means you were just suicding in which is not a good game plan against them or anybody for that matter. Also having the Wraith out on the field deters shadow from trying to convert units.
The monk is a mediocre meatshield , he has no value on offense, he's no serious threat to anybody , he's preety much your least vauled unit. him not being squishy preety much justify's his existence.
Do you even grid formation?
Im curious what exactly are the numbers?
Im not familar with this term, but Im assuming (so I may be wrong) that you mean spacing out your characters?
Yes I've done this but depending on the map and the opponets other units positioning they can trap you one one side of the field and steadly drain your crystals through aoe damange for a crystal kill while you're trying to heal your units.







I compared SH to CL, I found:
Just something to think about.
I believe to fix this we do:
Thoughts? (I know this isn't helping ArtNJ's thread any but we need to look at all the options)
The teams are meant to operate very differently, and these fundamental differences in team operation justify some basic differences.
To make things more simple, look at it on a unit level. The Knight is not intended to provide much offense, since his knockback makes his offense hard ot harness. He is mostly a boost tile holder, a unit mover (with the knockback), a blocker for the high damage archer, a unit that gets teleported in after a ninja stomp, and sometimes a durable crystal rusher. The Monk doesnt suffer from the knight's knockback issue, and when added to a combo can do very good damage. He also likes to apply the debuff to key units and retreat. In short, he is meant to provide more offense, and should probably be slightly less tanky than the Knight.
Currently, the Monk doesnt fill his intended role that well because the extra offense he can bring isnt worth it once you factor in the time it takes to get where he needs to go. This is why people seem to like adding +1 monk move. By contrast, adding resists to make the Monk more like a Knight will not address the role that the Monk is intended to perform on the Shaolin team quite as well as boosting his mobility. It *would* help to some extent -- with built in resists, the monk could move into position for the next turn more safely with less fear of AOE, etc.... So it is still an arguably good buff, its just that it doesnt seem quite as well tailored to the apparent intended mixed use (offense and defense) of the monk, and current inability to really fufill an offensive role.
We could go through this analysis for all the units -- i.e., just making them more like the Council units isnt necessarily the best buffs.