Implode’s change in the last patch needs to be reverted. It was fine before, it required strategy to place and to deal with, which is exactly what RTS is about.
IMO: Now it’s nearly useless. It seems like it’s only good now is to prevent the enemy from moving for a bit. If they’re going to keep the change, they should make it faster at least.
How do you deal with it? Before it dealt more damage if you tried to run away from it. And even if you didn’t, your opponent can simply run away with their units to deal more damage to your units.
Sorry, for those of us who don’t know what was Implode and what is Implode now?
The Mythic Age god power of Atlanteans’ Atlas.
Previously it had a bigger radius and dealt 40 divine damage each second to each unit sucked in.
Now the radius is slightly smaller and deals 100 divine damage once no matter how long a unit is in the black hole.
Previously the best use of the GP was to put it near your opponent’s high HPs units and further away from the lower HPs ones, with at least one of your units at the edge of the radius. You then move your own unit away from the center. As the suction force is lower at the edge it takes longer to suck in those units, thus making the GP last longer and thus dealing more damage. It could wipe out almost every non-cavalry unit of your opponent, practically deciding the game then and there.
Now it deals 100 damage flat, allowing units with more than 100 HPs to survive and gives the opponent the chance to recover.
Dealing with it was either a) running directly into it or b) escaping if you knew you could or c) both.
In terms of the user dragging it out, I honestly rarely saw that implemented and when it was it wasn’t implemented well.