| Power Hunting is a game mode where teams score points by filling up the power crystals on the pitches, and the team that scores the most points wins. Players compete in teams of up to 5 players. Players are placed on team bases on the field and are given a 2 minute grace period during which they can move freely. At the end of the grace period, each player's base life (without bonuses) is tripled, crystals appear at strategic points and the battle begins. 3 crystals are placed on the field at random locations at a time. Players must hit the crystal, which will charge them. Each hit, whether it is a skill or a regular strike, charges the crystal the same amount, and it takes a total of 60 hits to fully charge a crystal. As crystals are recharged, their life does not decrease, with each three recharges being followed by another round. Crystals that appear on the field will take on the colour of the team attacking them, and as they fill up, they will increase the energy reserves of the players of the same colour. A crystal can be snatched from the opposing team if it "calms down", i.e. there are no enemy players in its region, and a player from the other team hits it. There are 15 minutes to fight. The winner of the game is the team that has first recharged its energy reserves to level 30 or has recharged more crystals in the time allowed. In the event of a tie, the team that refills the next crystal wins.
HP reg does not work in the game, but each player can heal in their starting position.
The map has two levels, you can fall from the middle of the upper level to the lower level, and you can fall into the water on the edges of the lower level, these are instant deaths, and you can also kill an enemy player this way if someone pushes you. In these cases, the character is revived in the starting position.
Initial Fire Break: Players are free to run around and even collide with each other, but crystals are only placed on the field after 1 minute.
Crystals appear randomly at strategic points. There are 3 crystals spawning at a time, so not one is placed on each point. Where they appear is random. Players must hit the crystal, which will cause it to fill up. Each punch, whether skill or regular, charges the crystal the same amount, and it takes a total of 60 punches to fully charge a crystal. When it is fully charged, it "dies" (rises and disappears) and awards one point to the team that held it at the moment of charging.
Crystals are neutral by default, but if a player hits them, they change to the colour of that team, until the team of the player hitting them stops fighting with the crystal (because they die or all flee) the crystal remains theirs. Very importantly, the blows taken by opponents do not charge the crystal at this point, so they are free to engage in combat with those attacking the crystal. When a crystal changes hands, it also changes colour.
Teams must accumulate 30 points to win. If neither team has collected the right number of crystals in 15 minutes, the battle ends and the team with more crystals wins. In the event of a tie, there is sudden death, the team who can replenish a crystal first wins.
Scorekeeper:
Players can keep track of their score.
The flags show the amount of points that the team currently has.
Below the scoreboard are the indicators of the 3 spawned crystals. There is no indication of where they are, but you can always see who is "filling it up", so 3 crystals may appear on this surface and all 3 crystals may be neutral (white) or one of the team colours.
Crystal fill indicator:
The crystal fill indicator constantly shows which team has filled the crystal and to what extent. This is visible to everyone.
Spawn kill protection:
Each team's starting position is a protected area, if someone from the opposing team enters it, they die immediately and are revived in their starting position. Upon entering the suspension bridge leading from the starting position, the character will be given a buff that lasts for 10 seconds, so when they reach the end of the bridge they can safely go to find a suitable place to stand, during which time they cannot be wounded by the opposing team.
Jungle mobs:
The map has several smaller mobs and a boss. By killing these, characters can gain bonuses depending on the strength of the mob, which apply to the character in the case of small mobs and to the whole party in the case of large mobs.
Cursed warrior - 30% Life bonus for 1 minute
Destroyer - Gives 30% attack bonus for 1 minute
Killer - 30% Defence bonus for 1 minute
Butcher - 30% Movement speed for 1 minute
Bounty Hunter - Gives a 30% evasion bonus for 1 minute
Sand Dragon - Gives to the whole team:
60% Life bonus - 1 minute
60% Attack bonus - 1 minute
60% Defence bonus - 1 minute
Players cannot be pushed - for 30 seconds
Mobs respawn after 90 seconds of waiting.
Use of objects:
Traditional potions cannot be used in the game mode and premium bonuses are not valid, but players can buy elixirs with a special % value in the battleshop and bonuses for one battle, which can only be used here and are only valid at the beginning of the match during the preparation period.
Notifications:
When an event occurs, a notification is displayed visible to all players.
If a team has uploaded a crystal
New crystals are spawned
If a team killed the wrestler
Victory
Defeat
Rewards:
After each completed battle, the player will receive EXP, gold and battle points according to his performance and level.
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