This section lists minor flaws (in my opinion) of the battle system (actual assault), alongside with potential sources (where applicable) and fix suggestions. I would assume that some points here will be way more relevant than others, but most of the players would (hopefully) find something to comment upon.
_ PC custom shortcut keys. _
I believe not everyone is fond of using the default number keys and letters, as many have their pattern of keys they use for gaming. The ability to set those up via PC app settings would benefit some players, myself included, allowing a more comfortable playstyle.
_ IOS Gate of Apollon Auto Attack. _
At the moment, IOS clients have this weird auto attack option that attracts heroes directly to the center of the Apollo gate. This magnet of doom completely disables any advanced tactics like cornering enemy heroes, forcing IOS users to use gems when the time is short. Apple Pencil (the only way to deal with the rather crap mobile touch precision system so far) doesn’t work either, so it isn’t the usual issue of small screen + fat fingers.
Semi-Auto mode for the AI, where the AI does not use abilities or can be configured not to use some of them.
Currently, most players use AI for farming and manual for critical high-trophy battles. What I am proposing here is a golden mean between the two, allowing the benefits of double speed, auto units spawn and lacking flaws like the inaccurate and wasteful use of hero powers. This would enable users to have a better experience, instead of doing the annoying “switch the AI off - move to the right position - cast the ability - switch the Ai on - speed up - repeat” algorithm numerous times every single battle.
_ Double speed for manual control. _
I can’t really see why the double speed option is not available for the manual control. Even during the AI mode, the players have to control specific functions, which the AI, due to its dumbness, is unable to execute correctly. Thus, it isn’t the case of computing the battle and displaying it at a faster pace that is preventing the double speed mode. Consecutively, the necessity to switch this mode on and off, the primary reason why we all use the AI first place, is rather frustrating. It would be convenient to be able to enjoy the faster pace while playing in manual mode, hence.
_ Phoenixes blocking cyclops and the rest of the melee units entirely, unlike other units. _
Even when there is a ball of cyclops, minotaurs, and trebuchet, there is a way for all those units to get into the battle. With two phoenixes leading the pack, all of the melee units are locked behind them, sometimes making the attack extremely inefficient. This issue sometimes dramatically impacts hero statue battles, as meat shield is unable to get in and stop the hero before it reaches the phoenixes. A way to solve this would be to alter the way two phoenixes stand to accommodate a path in between for the other unit to utilize or make them completely immaterial, enabling the units to pass through (they are flying, after all, would make sense).
_ Phoenixes tend to ignore their revived/stunned/petrified enemy counterparts. _
I am not entirely sure what is the reason for such tolerance. Maybe it is the same species that causes it, we never know. For some reason, phoenixes, unlike other units, do not return to attack the revived/tunned/petrified enemy Phoenix. Instead, they continue moving forwards, also ignoring any of the units revived by enemy phoenixes. Eventually, they die alone without much use. This is rather weird, and a fix for this thing would be handy.
_ AI low health retreat mechanics fix, for it sometimes parks the hero right under enemy towers. _
Another weird AI response that rarely occurs for a reason yet unknown. This doesn’t happen all the time, and sometimes the AI realizes that something is wrong and moves the hero further away from the source of danger. What happens in some cases though is that the hero just stands under the Poseidon chain attack reflecting from other units, which is probably the source of the issue. Please, fix this thing, for continually babysitting the AI is not fun, not to mention dying from this, which is annoying.
_ Griffins ignore stuns. _
It is understandable when griffins ignore stunning spells (medusas, pheme) while mid-air and I believe it is part of the game mechanics. Sometimes, though, they ignore it even at the beginning of their animation, when they are still on the ground, which seems rather illogical. Furthermore, manual attacks with petrifying chance can freeze phoenixes mid-air, which doesn’t make sense given the failures of Pheme or Medusa’s Gaze under the same conditions. Ideally, a fix for the mid-air AA freeze or the ability to reliably stun them mid-air with abilities would fix this.
_ AI priorities. _
I am aware that AI prioritizes targets that would kill/convert it faster than other towers/units. What doesn’t make sense in this case, though, is that Phoenixes would readily attack llapetos towers over nyx towers, dealing almost no damage, eventually being converted. This happens while in def mode, which should have shifted the priority to the nyx tower according to what I know. An amendment to force the AI of units to consider resistances of towers at some point would be ideal because such targeting doesn’t make sense.
_ Better trophy deduction system, based on the offense level instead of trophies. _
I understand the point of trophy deduction, rewarding players fighting and defeating hard targets and I don’t mind giving 25+ trophies to lower opponents. What I do mind though is when I am nuked by people of 20 levels above (110 in my case) and lose 25 trophies. The logic here is simple, if people of such levels have around 3k trophies, they have, most likely, invested heavily in farms, troops and spells, cause their towers are unleveled. Furthermore, given the 20+ level difference, I can assume that their gear is way better (The increment levels are skewed as we get towards 128, so it is critical here), which doesn’t make their win that impressive. Therefore, I want to propose calculating the “offensive” rating, based on the combination of buffs, units, gear and odyssey masteries and scaling trophy rewards (and losses) based upon that rather than the sheer number of trophies.