![]() Of course, there’s always going to be players who will cry and complain no matter what a particular game company does. When you pair the Seasonal Rewards with the newly introduced Challenge Rewards and also add any regularly obtained orbs/ cards into the mix, I feel that progression should be pretty on-point. Of course, it would be awesome if the seasons were spaced closer together, but I honestly don’t feel that would be good for progression or work well with the new challenge mode that has been introduced in version 1.4. In comparison with some of the other ‘card-based’ games I’ve played recently (namely Flick Arena), the Seasonal Rewards in Smashing Four are actually quite generous. They seem to think that the rewards are too small, or the seasons are too far apart, or both. If you are always being letdown or being angered by a video game, wouldn’t you think they’d just eventually quit? It’s generally the same 5 or 7 players that constantly cry and complain and at some point you just have to wonder if it’s even worth it to keep playing. However, I have seen a few players in the community complaining about the Seasonal Rewards (mostly or Reddit). Just food for thought.I was pretty pleased with this particular orb and actually and all-in-all, I’ve been pretty happy with all the seasonal rewards I’ve received to-date. If you're not spending money in-game, gold is excruciatingly hard to collect, especially later in the game. I'd suggest you don't spend too much gold or overcommit to one team until you see what you get in that thing. This will greatly influence what team you will go with for the future. If you didn't know yet, you get an ultimate orb once you've opened approximately 200 orbs. You will reach a point where you simply cannot get cards to level them up, and they can no longer compete with the rares/commons out there.Ĭards that can go well on pretty much any team would be the Yeti (ridiculous ability, damage, and health), the Vampire (big threat with his high damage and ability to self-heal off of any enemy anytime, making him a good distraction while your other damage dealers go unnoticed), Zombie (huge sneaky damage over a long period of time and high health), and the Blacksmith.Ĭards I would personally suggest not wasting any gold/time on would be the Orc, Drakeling, Knight, Archer, Ice Queen (I've still never even faced her once), Robot, and Priest. Epics should also not be made an integral part of your team unless you get lucky with Epic/Ultimate orbs. All three are rare so they're much harder to level up than commons, and how well they do is highly situational, particularly in arenas with lots of stuff in the way. He also lives longer so he can undo negative enchantments on the rest of your team, whereas the Enchantress often kicks the bucket too early to do so.Ĭards that may seem great but you should avoid investing in for the long run would be the Jaguar, Assassin, and Wizard. Yes, he gets more of a damage boost from the Enchantress, but it is far easier to level up the Blacksmith than the Enchantress, the Blacksmith will make sure your Satyr lives for longer, and the Blacksmith will add an extra couple hundred health to your team. Satyr is best when paired with the Blacksmith. Don't underestimate those big health pools, the Barbarian's ridiculous damage potential, and the fact that those cards are commons so they're much easier to level up. Treant and Barbarian is also a surprisingly good pair. Wraith and Rocketeer can be absolutely deadly if everything lines up properly, but don't count on it, especially when you start playing more skilled players. Zombie and Frost Fox are also a great combo for obvious reasons. Pirate or Paladin could also potentially sub for the Shaman/one of the big damage dealers until you get a better character.įor other duos, Blacksmith is also particularly great when paired with the Barbarian for obvious reasons. If you put the Satyr with that team you would get good results as well. It's stupidly OP if you can manage to get those cards, and even if you can only get 2 or 3 you'll have a big advantage. Blacksmith protects the self-healers, Shaman makes enemies do even less damage and enchants enemies for the Frost Fox, and the Frost Fox/Vampire continually self-heal while doing big damage and taking next-to-no damage thanks to the Blacksmith and Shaman. If you can somehow get these cards, the strongest team that I come across frequently is the Blacksmith, Shaman, Vampire/Frost Fox or both. Right now, you can't really go wrong with Blacksmith and just about anything else paired with him. Things I wish I knew right from the beginning of playing: ![]()
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