you've given no real proof why they are bad
Honestly I thought people had seen this info already. Maybe, maybe not.
http://demigod.wikia.com/wiki/XP_and_Gold_mechanics
Unit | Exp. value | Bounty value |
Soldier |
33 |
4 |
Archer |
33 |
8 |
Priest |
50 |
33 |
Angel |
50 |
66 |
Catapultasaurus |
30 |
66 |
Giant |
50 |
100 |
Tower |
0 |
300 |
Fortress |
0 |
300 |
Look at the considerable exp and the massive gold disparity between a wave with and without priests.
Priest are not useless. However, the risk to reward ratio is way out of whack on them. Why do they give as much exp as giants and more than catapultasauri? I think that 40'ish xp and 16'ish gold would be much more reasonable and would keep the mechanic it being risky to put more units on the field intact.
any good player can buy them early, and use them to push there towers and keep pushing, or not get them at all
Why do you say something like this? A fight between two good players is almost always going to have a lock of back and forth action, and priests are more likely to be a detriment than a help, in spite of the fact that they can pull off some clutch saves at times.
I'm sure you'll ask me to prove that as well, which is obviously impossible (your position is also impossible to objectively prove). However, I am confident that the vast majority of good players will agree that getting priests early is an awful idea and that priests are out of whack.
Regardless I'll probably just start a new thread about this topic without the indendiary wording the OP used, since Frogboy basically alerady said the post is going to be disregarded... or maybe I'll just necrobump the most reasonable one I can dig up since nothing has changed.