Hello,
WaterFly is a 50 point trait that allows you to, as the name says, fly in water. What is the problem with it? I feel that ever since the old primary ability of the maiar race was converted to a trait it has caused a problem in pvp. During the old pvp with races, using maiars for waterfly was a tactic when raiding coastal cities. Due to their ineffectiveness on land, you were forced to decide how many troops you wanted to dedicate to the seas while the rest of your men are fighting on land. With traits, that is no longer the case. It is easy enough to set up a well balanced trait tanking kit and still include flywater in the build. Why is that an issue? If a player with FlyWater enderpearls into the water, there is no hope of killing them. FlyWater is laggy enough that the become un hittable. You can essentially create a class that can tank on land, then fly away when overwhelmed, which is quite annoying as it makes the idea of having a navy necessary rather than a tactical decision.
My idea? Simply bump up the trait to cost 100 points rather than 50. If you look at it like having speed in water, it makes since considering the speed2 trait on land is also 100 points. I feel it would force at least 1 extra tank-oriented trait to be removed, and force fly water to be more of a commitment to be the navy of your army rather than to have it as an ability in your back pocket.
Thanks for reading, please leave ideas below.
-grid
WaterFly is a 50 point trait that allows you to, as the name says, fly in water. What is the problem with it? I feel that ever since the old primary ability of the maiar race was converted to a trait it has caused a problem in pvp. During the old pvp with races, using maiars for waterfly was a tactic when raiding coastal cities. Due to their ineffectiveness on land, you were forced to decide how many troops you wanted to dedicate to the seas while the rest of your men are fighting on land. With traits, that is no longer the case. It is easy enough to set up a well balanced trait tanking kit and still include flywater in the build. Why is that an issue? If a player with FlyWater enderpearls into the water, there is no hope of killing them. FlyWater is laggy enough that the become un hittable. You can essentially create a class that can tank on land, then fly away when overwhelmed, which is quite annoying as it makes the idea of having a navy necessary rather than a tactical decision.
My idea? Simply bump up the trait to cost 100 points rather than 50. If you look at it like having speed in water, it makes since considering the speed2 trait on land is also 100 points. I feel it would force at least 1 extra tank-oriented trait to be removed, and force fly water to be more of a commitment to be the navy of your army rather than to have it as an ability in your back pocket.
Thanks for reading, please leave ideas below.
-grid