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Also with choke points if the enemy can block your access to their ranged units with (for example) a hero that generated loads of shield, their ranged units can be killing your units while your's can't get to do any damage.
The best option is a combination of melee and ranged but I have even had success with 100% ranged (the clone army); when initiating attack and there's only 1 or 2 access points they can even be blocked effectively with archer clones (the summoned ones).
If a choke point is problematic, just bait the ennemy in other place for a fight.
And some ability can deal with that. With enough damage, nothing can stop you.
Also, we are doing some internal tests ways to reduce movement if you are already in melee.
Honestly, it's refreshing, considering that a lot of fantasy 4Xs, willingly or not, lean into ranged domination, EL2 has them more as a support, quite effective, but not decidedly so.
Exactly.
Sometimes the space is such that the enemy will have moved adjacent to you with their melee units and you can't get access to their ranged units until you have killed their melee ones.
You even get cases where different parts of the combat area are not accessible from the other part unless the unit can fly. I have had battles where I have to win with just 3 or 4 of my units because the battle map has put units in positions where they literally can't get to the enemy!
Hopefully these are things that will be ironed out but at present at least if you have ranged units they can still shoot the enemy even if they are on a separate island in the battle map.
https://psteamproxy.yuanyoumao.com/news/app/3407390/view/496081831875052155?l=english
There are some additional elements we are considering to improve combat