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Recreational Facility is still an instant +8 ratizen at a discounted price, so am I desperate enough to add 3 second to redraw time cause I don't have Immigration?
I agree on Ships. Treasure Fleet and Observer Ship has potential, but overall the card pool they draw from are too large, plus there's so much text squeeze into a tiny card. I think they can be improved if they offer 3 choices like in treasure chest.
I don't think the cards-needing-other-specific-combo is unique to Navigator. As I unlocked more cards with other leaders, it's harder to find cards that work well with my existing deck. Getting offered bunch of economy cards that need specific synergy as a Scientist; Getting offered no housing and no curse cards as a Shaman. The gameplay experience goes from making-the-best-deck-with-what-I-got to I've-already-lost-cause-they-didn't-sell-me-a-Market.
1 handgunner + general's add ATK cards
:Handgunner has high atack speed, so they get more benefit than other unit.
2 mortarrat + builder's defensive wall card
:mortarrat has good mob clear and bad single target dps. So always Boss wave is your weak point, but Boss usually has bad dps for defensive wall. so If your wall have decent hp, you win how mortarrat is bad at doing boss wave.
My gripes are more with the rest of the cards that are very lackluster and non-synergetic. Most economic cards either need a lot of time to scale or are just plain terrible. Compare that to researcher, which has a lot of ways to boost economy and plenty of damage cards to choose from. Shaman has some of the most synergistic kits too - you are guaranteed to get cards that benefit from units dying, and curse is on plenty of cards. On top of that cards like beehive or moth conjurer need nothing to be very strong.
It's not that it's impossible to win, it's that it's not very fun to play when so many cards suck even in the best possible scenario.
Combo cards is not unique to Navigator at all, but other leaders have much better payoff for their combo pieces - researcher can get infinite money off of experiments + skills + redraws, provided you build your deck well. And experiments is a common and plays into the general theme of using skills as much as possible, Ear is very similar. Shaman has common mushroom farms, which eventually start proccing several times per wave, and the general theme is that your cards benefit from units dying - and that doesn't change. There is also the curse mechanic, which is very robust. General benefits from healing and mass units, on top of having some more or less straightforward buffs.
Navigator has... what? What's the general theme? Pawnshop gives 5 gold when you create a card... but you always lose gold on that. It's really underwhelming. Everything with +sec on redraw is terrible. So how do you get money?
Well, you either get tulip + a lot of population, or you get a bunch of supply depots and levels + junk (this takes half of the game to get a point where it's strong, before you have a couple levels + 1-2 supply depots junk is... well, junk) or you get arrest + pirate units. Okay. But only tulip gives you money without having a ton of other support pieces for it.
On the topic of damage... I'll just say that there is 1 unit which scale with stock, one bad unit that scales with treasure chests 1 spell that scales with stock. Oh, and one overpowered legendary with major splash damage from a screen away, carrying everything else.