admin wrote:Boop wrote:Ferg, but stage 5 for horsemen required revives also, no need to get your pitch forks out over what is considered normal. The problem is the reward.
This maybe a result of players are used to having the time-limited dungeon being all attack damage cards, such being useful in guild wars and other places with boss with high HP without high defense. This round of boss cards will have different type of skills that are useful in different situations. For example, having some 75% all element damage reducer cards are very useful in certain situations that can be key to survival (the new hell/insane stage themselves are good example). Also, the series boss cards will be all human cards, so their passive skill will become more useful as we add more human cards.
Forgive me for asking, but exactly how many 30 and 35 cp cards do you think we can use to make them useful? As for the defense thing, wouldn't the GW tree accomplish the same and it doesn't help at all in this dungeon really. I think your example is flawed just a little. Excuses for lack of creativity doesn't make this better.