Board Thread:General Discussion/@comment-29377254-20160916000559/@comment-29611713-20161213031901

A Mexican Llama wrote: RBlitzwolfer wrote: GameboyVersionX wrote: Basically that point you made. Tundrus is definitely not the greatest of Classes (not saying he's bad but even Trooper & Mechanic do a lot better in Range Combat ) and Proto is easily countered if you know what you're doing (he has the mobility and most especially the offense... How about the defense?). As a Tundrus main, Tundrus's accuracy is bad at a VERY long range due to its arc. However, it makes up for it with the amount of snowballs Tundrus can throw. In mid-range, Tundrus excels at it, as most of the snowballs land and rack up damage more than a Trooper or Mechanic can damage.

Mobility makes up of Proto's lack of defensive potential. Proto must weave in and out of attacks to avoid damage to himself, while also damaging the enemy before the enemy makes another huge attack. Proto benefits from the user's fast reactions. ^ This is how Proto must be played, and yes, Tundrus has a very strong game at mid-range, but what Tundrus lacks is mobility, the passive and C can help Tundrus recover ''slightly. ''But overall, it's how the game is. If a Tank class is far from a Tundrus like Obsidian or Barbarian, their only luck is bunnyhopping, if that even helps. Tundrus also chunks down mana really fast, if you're not steady, Tundrus can become very difficult to use when low on mana. I can go on and on with a list of the problems on Tundrus, hence most professional players know the common knowledge of a Tundrus, where Tundra is going to appear anytime. I don't think people realize obsidians chasing potential