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Reduce Infernal Rain damage by 25% after lvl1
#11
Gammagulp Wrote:The infernal deals 1280 to every single unit in a really big radius with a cooldown 40seconds, 96mana and allows moving. The problem is not the interuption its more the not interupt or the waiting for the ultimate to use the stun. You need to keep your stun just for that skill. Even when skytanks (8000)are equipped with several light fantastic ups for (10500) money each, Gold hull up (7500) and whatever; 3 of them get no chance when 2 Infernal (18000) with lvl 21 come along with just 2 ice cannons (6000) or what and some (maybe 6) Mana Batteries (2400). The area effect skills would just blast them away at their own cp.

If you play a sky tank with such an equipment and lose to infernals it's not becouse it's imba, it's becouse your strategy is bad. That's like complaining about light tank with 2 light fantastic losing against a sky tank lvl 10 without any weapons. Overdid it of course for emphasizing, but you get the point, the question more important is: Why do you see the case A as bad play and B as imbalance, when both cases can be solved by changing the own gameplan?

Ad "waiting for the ultimate to use stun": Same goes for frost tank and sky fortress? You even need 2 players waiting with their stun against the fortress and it's cheaper; - must be way more imbalanced!
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Re: Reduce Infernal Rain damage by 25% after lvl1 - by Prog - 2009-06-10, 13:15:05

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