Positives:
+ Using a well rounded team of heavy hitters gives the
player’s team a good mix of defense, offense and healing.
+The heavy hitters have a lot of strength and strong magic
as well as a variety of spells.
+ Heavy hitters are good distance fighters as well as close
up. Its good to have stronger close range fighters to defend the distance
hitters.
+ Also with heavy hitters its easier to mix in a few weaker
members to build them up to meet the heavy hitter status.
Negatives:
- Heavy Hitters can take a while to build up to reach such a
status. Their strongest attacks taking a large amount of experience.
- Heavy Hitters such as Knights can’t move a large distance
so reaching the opponent may take a while and can leave distance shooters in
range of attack.
- Mages, no matter their level have weak health so they have
to be closely watched to make sure they don’t die. And strong magic uses a lot
of magic so their magic levels have to be watched as well.
- Heavy Hitters can
take a bit of effort to gain. The stronger jobs have to be earned from building
up the lower jobs.
Thoughts
~Mages need to have better health points or better defense.
Defensive magic only defends for so many rounds and then it takes just as many
rounds to reapply.
~Heavy Hitters as a dominant strategy give the player an
advantage in an unknown location. It should be a mix of Knights, Mages,
Dragonlancer, Monks and Summoners with a few others added in.
~ The attack points of a fighter depend on their level and
their weapon. Shopping around for the best weapons take time but is worth the
effort in the end.
~
Would Like:
*Better health or defense for mages.
* Knights to move larger distances.
* A list of shops and what they supply.
*
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