Totally agree and mage a similar comment earlier about never having a problem with the Journey loopers in B1 (or in PvP in general- if you’re losing against them more than you win that’s a you problem not a game problem).
Like you say their are empowered converters that can make the board useless for the looper and if you’re using a troop that can eliminate them early then their whole team usually crumbles immediately.
It’s not the difficulty if beating them, it’s the issue of, the future if not changed.
Tell me how you would counter a journey Beatrix combo.
Please don’t say empowered troops , if the board doesn’t start in your favour, an empowered troop is useless.
You blaming everyones playing style, that’s hilarious from a b1 bracket player, who probably used to spend an hour testing each team on your PvP defence before fighting a gw battle, if your one of these guys lol. Please don’t knock people play style .
They need changed, for the benefit of the game going forward, nothing to do with wins or losses or playstyle.
Not my problem if you can’t see that.
PvP and especially GWs is not about what you use, but it is about what the enemy uses and how to counter it.
If you enter battle on autopilot, cast your Leprechaun and then get looped to death by enemy team, who is it to blame? The game being too hard or your own actions?
PvP is not meant to be easy. There are other game modes for quick and easy blasting.
Edit: Forgot to answer the Beetrix/Pathfinder thingie, well mostly it really comes to down to Elementalist and double empowered approach. It is what it is. You gotta Stun Bee so she cannot cleanse the freeze so it is pretty much the best approach, or you could use Obsidius aswell. But you gotta get those extra turns in order to Stun her so frankly double empowered approach is the way to go. I don’t see any problem there. Again, PvP aspect is not meant to be easy. It is competitive game mode, and in order to survive you need to know a thing or two and get out of the comfort zone.
Journey troops are no longer going to be of the same archetype that Chalcedony to Egris have been and Journey event is changing, too.
Your Mystic/Wildfolk journey looper if your own fanfic, a ferocious paper tiger of the mind existing only in your head, not in this thread and not in this game’s future.
I would say any self-propelling spell is a bad design. A self-propelling spell is a spell that create big amount (>=9 of single color or >=11 each of mixed colors) of gems of its own color. Such spell gives a big chance of match-4, thus extra turn and fully charged up. I’d make possible exception for mythic troops with mana cost greater than 24, at least those are not as likely to charge back full in the very cast.
An easy and dirty change to current loopy pathfinders is to let them create mana gems they don’t use.
There r many people here who realize the problem in pvp. There r certain troop types that r very difficult to counter, even with careful team consideration.
•Wildfolk would have beetrix who can cleanse the whole team if she isn’t stunned.
•Divines have mercy who would only need one yellow match to cleanse the whole team and start the loop. Plus, they would have voice of Orpheus who would need a curse and stun to stop the cleanse off a yellow match.
These concepts already partially exist with elves having the jade emperor with a 50% chance to bless the whole team and wargare having Fenix to randomly bless and enchant a single ally. These can be easier to counter, but wildfolk and divines would open a new level of hell in pvp and guild wars that would leave players hopeless.
I’m a patient man and I will wait to see what future awaits us.
Mercy has always been problem in various defences, but still we managed to find ways to counter it. A simple move is to use empowereds that just counter by converting the gems they use away.
VoO however is pretty nasty thing for Divines. Atleast we have ways to Curse though, Wand and then use Elementalist to Stun & Freeze.
I understand the problematics but I still don’t see any reason to start nerfing these Pathfinders. The community always finds ways to beat the META.
So, next week’s event will be a disaster, then?
I have my memories of journey Beta, how the initial event was released broken and such…and so far you’ve never seemed like a bunch that is good at learning from their past mistakes.
Please, take @Fourdottwoone 's advice and set low thresholds. If the worst comes true, at least we won’t be paying for your screw-up. If, on the other hand, this is one of the rare cases when stuff works as intended from the get-go, you can advertise it as a good-will gesture towards playerbase (and, if the main selling point is still the paltry two books, it won’t even make a dent in the total required amount anyway).
If you’re not alternating the pathfinder with a second troop/weapon, then yeah, you’re using them wrong. At least in my opinion, but there’s no objective “right” or “wrong” way to use troops. If you win, I guess you used it right, and if you lose I guess you used it wrong. But, from how I use them, just mindlessly clicking the same troop’s spell repeatedly is the wrong way to use them.
By personal fear is that their plan is to reduce gems created by the Pathfinder and double the magic value of the Pathfinder within the Journey event, believing this increase in damage could compensate in any way for unreliable gem creation. That would turn into the Worst Event Ever fast, because you just can’t use unreliable gem creation at higher Journey levels and hope to survive, no matter whether that unreliable gem creation is attached to a tickle or a double tickle. If the other Journey parameters stay the same, this means the average buy-in goes from tier 5 to tier 7, possibly even more than one purchase. And if that gets handled in the standard way, with an “Oopsie, we’ll try to do better next time, here’s 50 gems” compensation, a scary lot of guilds will be looking for new members.