pmsupport wrote:Hi Ragnarok72, thanks for your feedback. I will forward it to the Design Team.
The monsters' skills are designed that way so that the battle can be unpredictable, challenging and more fun. As many monsters' skills appear randomly, it would be hard to notify the players before. Do you have any suggestions on how to improve that? How and when would you like the game to notify you? Double hit is designed like that as well. As the advanced map is more advanced than the normal maps and bonus maps and designed as challenges for even the top players, it is much harder.
The randomness is isn't something that I think is broken, obviously it makes the stages much harder but that is a nice challenge. The fact that u can't see skills coming is the problem: for example I had enough HP to survive for three normal hits, and a full heal skill ready. Obviously I wait with my heal, but than áfter I pressed the spin button 'double hit' appears and I'm dead. I could easily have fully healed and not died, but there was no way to see that coming, especially because it was her first double hit.
If you would implement the double hit to appear when the CD is at zero but before u actually spin u can take that into account and respond with your own skills adequatly. This way the strategy and tactics in the runs is enhanced, while now only the chance at unforseen and frustrating deads is enhanced. I really like the idea of the skills on the monsters and if you would finetune it this way it really adds to the fun and challenge people will have in these levels.
Considering the 'double hit': if something is called 'double hit' I think its pretty logical to expect a plain 'double' hit. If PM wants to implement the double nuke it is at this point u should either call it something different or chance the damage to match an actual 'double hit'. Although the CD of the monsters don't have to be as ridiciously high as our cooldowns, at least putting a 3CD on the same skill makes sense. Especially because we can't see the attacks coming yet, two 'double hits' from a boss is enough to kill any team.