Originally Posted by
Rukkirii
Greetings!
As a follow-up to our recent Legion posts, we would like to go over the balancing of Legion battles.
To start off, the battle concepts behind the Hall of An, Hall of Ki, Hall of Im, Hall of Muru and Hall of Mul are each designed differently. Also there are differences between the enemies in each Hall, such as some monsters featuring high agility in exchange for lowered HP, some that may coordinate with other monsters or even varying behavior depending on the order in which you defeat them.
With that in mind, the key to conquering Legion is to be aware of these patterns and planning the appropriate tactics to counter them. In other words, making up things as you go along will only get you so far. When you first tackle Legion, it can be challenging to figure out how to advance, but by trying different strategies, players will start to see patterns and trends within each Hall and enemy that you should be able to come up with some good tactics and formation.
Hall of An is designed to be fairly straightforward and it features monsters with high attack, monsters that will use debuffs and monsters that are balanced in between. We suggest that you first challenge Hall of An to get the idea on how to tackle the rest of Legion.
Some players have had trouble finding a "safe spot" in between the first and second waves of enemies. While there is no specific area where it is consider to be 100% safe, there are certain parts of the map that monsters won't wander around. However, even though they don't wander to close to those areas, they can still detect the players depending on the distance. We can adjust and narrow down the range where monsters spawn and wander but if we were to do so, the monsters would be more concentrated and players may end up being attacked by 3 monsters at the same time so there are both pros and cons. But if the range should still be narrowed down, we would like to give some thought to it.
When it comes to the elementals that drop temporary items, they are designed to run from and attacker and to stay once they have been claimed. Even though they run off, they won't despawn if you have attacked them while they are present. The reason being so that players can defeat them and obtain their items at the perfect time that they need to.
All that said, we'll continue to gather your feedback and comments for the dev. team so please keep them coming!