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Edit: saw that you already put that, my bad.
But yeah, when I first saw them I figured they would be more like the pierce through attack from crossbows (hit x in a row in a straight line), maybe that could be a replacement idea and it would fix double targeting. It would probably need a materials balance tho.
By the time you need double shot gold is more readily available than materials
Balistas blocking line of sight is a no-go, all targeting same enemy as well..
Not sure what the solution is; they are quite expensive and suck and are often a hinderance. Catapults are way better.
Not to mention they are not worth their investment since watchtowers quickly render them obsolete with help of either longbows or warp gates. So even if you enable upgrades for them they are unlikely able to compete with traps and towers.
Instead Ballistas should be player operated to fire 1x shot at long range, which ignores armor and can be upgraded with additional damage and shots. To be more like anti-boss weapon, while catapults handle minions with splash damage.
Yeah I learnt my lesson with the ballistas right behind walls... cant shoot through them, gotta move around them, just hazardous in general and simply easier to put them 1 tile further back.
But has anyone else noticed that sometimes a ballista doesn't appear to shoot at an available target?
I've had a few times, when the camera locks onto a quadrant to play the attacks and it zooms near two ballistas with a target, but one fires and the other doesn't.
So then I look at its field of view and that target is blocked by a vestige wall for 1 of them so fair game right? Except there is a second target (or multiple) a little further away, that are in its FOV and range that it should have been able to attack but didn't. :(
As for their balancing, you're kind of right, from what I've seen, they are really strong early game, sometimes killing things in one hit or its in range of 1 hit from a hero or ballista next turn, allowing you to get those S tier nights easy to boost you through the rest. While later in the game, things have high dodge, high block, and are just generally tanky in health and/or armour so they really lose their effectiveness.
In one sense it's good for the game, because it prevents you from solely relying on a build lots of ballistas strategy to win every single game because it doesn't matter what heroes you have.
But in the other, it feels bad to watch them miss an enemy constantly or all shoot at one target or target a bad enemy type for them and really that just comes down to the automatic turn they have. If we could target what they fire at, ignore the high dodge and high block enemies that waste a lot of their damage it would be fine.
However it would be bad gameplay to take an extra 5 10 20 50 turns choosing targets for ballistas wouldnt it.
SO what I think we really need is the ability to prioritise targets. The choice to arrange these prioritise could be given to us the players or just set.
But if we had the option we could then say;
Ok, kill the low hp remaining enemies first, then target the simpler hits, leaving high dodge and block until last
Or leave the low hp enemies to further down the list for my multi hit hero attack or propagating spell.
While setting these priorities we could even set the number of ballistas that should attack a single target.
And even things like whether to target the furthest, strongest, or closest enemy as seen in TD games
Similar to how you can over attack a target with your heroes multi attacks, Its perfectly right for ballistas to over-kill a target as well, but some limited control over this would be fantastic.
Plus the game I'm currently playing appeared to have a ballista shoot a target that was out of range (in fact all targets were out of range). maybe they ran through its range though and that counts? no idea
I feel like theres a bug in the way the game groups the auto attacks.
I read their steam news post about the meta, part 3?, and the way they grouped the combat in various ways to be played which is why it makes me think of that.
dont quote me on that though haha
I agree with people saying that playing them manualy is a no-no, far too long. But just a way to limit overkill and (maybe) a way to upgrade their accuracy with some gold / materials seem a good plus.
In comparison catapults are trash.