Predictable tbh.
Should’ve been 100 so that both teams would get a Terror every cycle without fighting.
SamiSha:
the other is how the bosses were openers for ambushes constantly that the terror vehicle was very weak to do anything before reaching its targeted fort/keep from walking from point A to B, which were addressed with terrors spawning based on the front minion waves on each lane, unlike Dragon Knight which is in the center, Terror just spawns at your base, post level 20 heroes can deal so much damage before it can even do anything.
Adjustable, if necessary. I don’t recall this being a major issue, but if the Garden Terror was very weak [at particular points in the game?] you obviously buff its HP.
Here’s someone who has no clue what he or she is posting. Garden Terrors at pro play would routinely drop pots and move around. You trying to show me up or something? lol
Dropping plant pots behind a gate then running away
They used to deal damage on their own. A lot of damage. You could simply avoid the defenders by throwing a pot so it strangled their towers and fort, then run to the next fort and repeat.
The only way the enemy would damage your Terror is chasing you while moving. Not easy, as the Terror even had a speed boost ability on E (Fortunately later changed so that the pots only disable structures, no damage)
Overgrowths should go dormant if the Terror that planted them leaves their radius, though their health will continue to decay while dormant. This means that throwing down a plant and then bailing no longer gives any value. If you aren’t staying with the Overgrowth, it’s basically good for nothing more than blocking skillshots.
Yeah, this should have been in the game since launch. Would have made people a lot more tolerant towards that map.
If the vehicles are brought back under those rules, they’re no more a threat than a DK or Protector.
Still powerful, but not obnoxious to play against (also, removing the pot damage was a step in the right direction, so at least they acknowledged the problem).
I think Overgrowth’s damage was fine in a vacuum. It was the fact that you could throw it down and then just run off that made it a problem, since that was basically guaranteed value – enemy players had to choose between chasing you or killing the pot, and either way you were getting damage done. No skill, no real counterplay.
I think if you can’t just run away and have the Overgrowth do the work for you, it would be fine to bring back its damage, or at the very least add an armor reduction effect to make the Terror hit affected structures harder.
I want the Terror and its Overgrowth synergizing with each other.
Or did you perhaps not read the first couple of sentences of the second and third paragraphs of the opening post?
Little twerp. If the developers had already come up with a satisfactory change to this aspect of the player-controlled Garden Terror then simply substitute it for my suggestion.