there is always tanks that disarmed themself and quit at lower level, and mages can pick them off relatively easily, whereas tanks have an impossible time trying to hit them. This allows mages to get more XP, save money into armor while doing about the same (or more) damage compared to tanks who spent all their money into their weapon.
3D
October 5 2008 8:50 PM EDT
Then don't use tanks at lower levels.
Tanks in tournaments definitely pick up as the tournament progresses.
if someone at 1/10th your size beats you, your score should drop quickly to reflect that, right?
Cube
October 5 2008 9:50 PM EDT
The score usually does drop quickly, but the attacker's score rises so they meet at some middle point. You're right, but the problem isn't as bad before now that ammo is no longer a factor. I can't think of an easy fix.
Sickone
October 6 2008 5:43 PM EDT
Naah, quad archer also works decent (against mages, that is). Of course, kinda' weak against tanks, but then again... ;)
Cube
October 6 2008 6:06 PM EDT
Quad archers can't hit abandoned tanks.
methinks he might have been saying the tanks can feed off of the quad archers who in turn can feed off of the mages feeding off of the abandoned tanks. rock, paper & scissors for the win!
can we have a "natural UC" that is equivalent to a base dagger (or less) so that abandoned tanks are not mage targets?
the natural UC only need to do as much damage as say a magic missile with 0.1% of XP or something, just enough to hit someone 1/10th the size or something. Its not going to be a viable damage source normally. :P
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