If that’s the case...
All other reinforcents have also just entered the most suitable instance for them!
Maria would never despair out of "boredom".
As the Lady of the Storm, she has long been accustod to her solitary life in the Tower of Storms, watching over the world. Not speaking for ten days or half a month and remaining still is her daily routine.
Moreover, the "Elent of Storm" passed down from generation to generation by the Ladies of the Storm allows her to steer the "Ship of Silence" to any destination she desires.
Similarly.
The red "Perpetual Hell" is actually the thing players fear the least.
Because the chanics of this nightmare, in essence, aren’t much different from the skills of a raid boss...
Stepping on it would cause it to collapse, just like a firewall triggered after being targeted, making sure one’s path doesn’t block any teammates; the sporadic yet omnipresent food and water, once used, would draw aggro from a distant target, which is essentially a form of "damage sharing"—compared to solo guiding a bunch of scattered aggro, gathering everyone together and simultaneously drawing aggro before entering a safe house to dispel it, undoubtedly affects the "floor" the least.
And the more people there are, the simpler it becos to identify the dead ends.
Because they move less randomly, dead ends also appear less frequently. Once they really encounter "Lava Creatures", with their nurical advantage, they can easily focus fire and destroy them.
Their connections among each other were not severed.
Of course, forums are unusable.
But what surprised Annan was... they could actually use so spells!
For instance, Soul Snatching Spells.
In situations where there is no resistance or weak resistance, even from a great distance one can control the target’s actions through a Soul Snatching Spell to convey ssages.
But think about it, this is specifically designed for the survivors’ battle royale instance. Maybe that red "Perpetual Hell" is closer to the Mist Realm...
Although the spells from the School of Prophets, Cripple, and Decree Wizards were completely nullified.
The spells from the School of Destruction, Shaping, and Soul Snatching School, their power actually increased—
Logically speaking, this should intensify the conflict among these survivors. They would use Soul Snatching Spells to control others to "use supplies", then make them draw away the Lava Creatures that get provoked.
Or so Shaping Wizards might use the power of lava to kill others to seize supplies—their power gets infinitely amplified in a map filled with lava everywhere.
Drawing power from a water source to form a water gun, or binding lava into a Lava Spear, the difficulty is practically the sa, but the power is worlds apart.
They can also carve out narrow passages in dead ends, lt through walls to take shortcuts, even destroying bridges after crossing—by lting the ordinary ground after passing to trap those above.
But the one thing they cannot counter are the Lava Creatures. Since Lava Creatures are entirely composed of lava, they naturally are immune to attacks from lava and rocks, and the difficulty of Shaping Spells interfering with the living is more than tripled... They are hard to stop, even harder to deal with.
Destruction Wizards are the sa; their spells can also blast through walls, and instant death spells can even combat Lava Creatures. However, the difference is, they cannot make the lava-filled dead ends passable again.
And once a Destruction Wizard is killed, the death blast produced will cause the surrounding caves to collapse, killing a large area of people around—including Shaping Wizards who have a significant advantage in this map!
This way, they ford a strange counterbalance among each other.
As for the Prophet Wizards who could cheat by foresee the future and use hacks to open the full map; Cripple Wizards who could freeze lava, instantly killing Lava Creatures; and Decree Wizards with flying abilities, their accounts were banned at the beginning.
In this situation, they seed to need to form a team, but when it cos to using favors, it’s definitely best to let others bear the cost. If a safe haven cannot be found, abandoning them or directly killing them to eliminate tracking is a pretty good approach.
And when it cos to intersections, how exactly to act would cause them to diverge in opinion.
But for the players, this issue does not exist.
Their cooperation and unity drastically reduce the difficulty of the instance.
Among the players, there are also so with an exceptional sense of space, who could continuously draw maps based solely on descriptions from all sides—among them are also Destruction Wizards, Shaping Wizards, or Wind Dancers who can change the terrain, ensuring at every split path that each squad has the ability to clear dead ends...
Although they don’t know if the purpose is to find an exit or sothing else—yet the players also demonstrated a splendid tradition unique to gars.
That is, when getting lost in the maze, first clear all the monsters they see... using this thod to mark "whether I have been here or not".
Thus, with the actions of the players, those Lava Creatures were gradually killed off.
They even deduced a deeper logic—the aggro patterns of those Lava Creatures were to attract "the closest Lava Creature that has not been drawn by anyone else" each ti food and water were used.
While Lava Creatures won’t attack walls, they can pass through lava. They always choose "the nearest current path", just like Pac-Man.
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