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Posted

Can someone tell me what the counterstrike gloves do? I'm assuming any damage directed at the wearer is dealt to the enemy as well, with damage equaling the heroes level?

Posted

Can someone tell me what the counterstrike gloves do? I'm assuming any damage directed at the wearer is dealt to the enemy as well, with damage equaling the heroes level?

Brief research in the Marketplace reveals this:

heroica-counterstrikegloves.jpgCounterstrike Gloves (After the wearer is struck by a Free Hit, they counter with strength equal to damage taken.) Costs 80 gold.

Posted

They were nerfed recently to be more appropriate. :wink:

True. My recent memories of them are them wrecking bosses, so.... :blush:

I guess the fact that nothing comes to mind about them recently is a very good thing. :tongue:

Posted

Okay, I'm a little confused over something, and it's driving me up the wall. :wacko:

If a Watery Humanoid went up with someone with a weapon that was light, darkness, wind, fire and ice type, would it deal zero damage due to the sword being fire type, or normal damage due to the ice cancelling out the fire.

Posted

Darkness against the humanoid would be a x2 multiplier, fire and ice both don't interact with "watery" in any way... unless you mean icy, in which case, yes, they cancel each other out.

Posted

Since the nerf, I really think Counterstrike Gloves are underpowered. Am I alone in thinking this? Perhaps they could retaliate against all damage taken and not just free hits or something. :sceptic:

Posted

Brief research in the Marketplace reveals this:

Hmmm, odd... The description on the gloves is off. They should deal damage equal to the user's level, not return the damage taken.

Apparently I changed it and forgot to implement the change at some point. :shrug_confused:

Edit: No wait! Now I remember that they were nerfed at some point to prevent countering attacks that do not cause damage at all. But I've been calculating them the old way all along... :facepalm:

Whatever, I'm changing them back to the way they used to be (and what reads on everyone's statistics anyway).

Posted
Hmmm, odd... The description on the gloves is off. They should deal damage equal to the user's level, not return the damage taken.

Would that be regular damage returned, or damage that would be done with the hero's currently equipped weapon (of course, here I am thinking about heroes that have weapons imbued with elemental gems)?

Posted

Hmmm, odd... The description on the gloves is off. They should deal damage equal to the user's level, not return the damage taken.

Apparently I changed it and forgot to implement the change at some point. :shrug_confused:

I thought this was the change. :wacko:

It is decided then:

From now on, Counterstrike Gloves will deal damage equal to damage taken from a Free Hit back to the enemy.

Posted

Edit: No wait! Now I remember that they were nerfed at some point to prevent countering attacks that do not cause damage at all. But I've been calculating them the old way all along... :facepalm:

Whatever, I'm changing them back to the way they used to be (and what reads on everyone's statistics anyway).

I know I was calling for an "un-nerf" but...wow. :oh:

:grin:

Posted

Old way was that no matter how much the enemy damaged the hero, the hero always countered with the strength of his/her level.

It was switched to the hero countering with an equal amount of damage to the damage he/she had received.

And now, apparently, Sandy is switching it back.

Correct me if I'm wrong.

Posted (edited)

Wait, now I'm confused, what was the "old way"?

For the longest time, a hero just did damage equal to their level when they took a free hit. This however ended up causing high SP Knights to in some cases take 0 damage on free hits but deal out damage with no consequence. It's okay until you take into effects like reinforced which double SP, thus causing battle to simply become Knight's soaking up free hits and counter-striking while everyone else sits back. In order to change this the gloves were nerfed as Pie has reminded us and if there is any question of opinion on that matter, I believe it should stay with that iteration.

Edited by Waterbrick Down
Posted

I believe in return Knights got the "1/6 chance to avoid damage" clause. And since when have knights not been useful? :laugh:

We could always start having enemies that strip artefacts off of heroes. As a passive special. And make them hastened. :devil:

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