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IMO everything you said is on point, especially the class balancing issues need to be looked at.
Or some sort of summoning class that doesn't come from a synergy bonus.
Nothing drastic, just enough to keep things busy.
ahah Yeah That boss reminds me of CUPHEAD lol
I agree more of a necromancer vibe would be cool.
1. You can already see the floor you are on when you press TAB to expand the map.
2. I am not sure if you know that you don't have to get all the Mutations in the tech tree that lead to the later, good mutations (namely the health buff). It is enough to have any of the prior Mutations. I usually choose the Route via Shooters- Mages-Throwers buff, just because I always bring shooters along for the attack speed buff anyways. I guess it should be made more clear in the UI that you don't need all the prior mutations to get the next one, for example by making purchasable mutations stand out more with a sparkling effect or the likes.
3. Healers are quite strong already, they especially with the 60% to dodge. They can easily carry your team to the PvE victory. They just have two problems keeping them from being competitive:
Firstly, the Plague Doctor is basically useless and always tries to suicide (especially the mighty green cabbage likes to kill him right before the game comes to an end). But you need to have at least one alive to get the massive healing increase from 30 to 100 for all of your healers. I usually place him all the way in the back and hope that my other units will body block him long enough so that he only reaches the enemies once the fight is already over. I would like to see this unit completely reworked, as nobody cares about him as a damage dealer and he is way too squishy to be a front liner. He is just frustrating and not fun to play with at the moment. Alternatively it would be good to rework the heal ability to maybe something like 20/50/80 instead of the current 15/30/100. That way it is less punishing if he suicides once again.
Secondly, Mages counter healers too hard in PvP as they just oneshot their targets, including the healers. But since mages need a nerf or rework of the Thunderbolt ability anyways, this issue could be addressed on their end.
I would also like to expand on your analysis of the cultist class. You already summarized it pretty well though: They themselves are kinda weak, they summon the tentacle too slowly and even once the tentacle has been summoned, it isn't even all that strong - even if you put your money into the tentacle perks.
I tried going for a cultist run but the main issue I was facing right from the start was their slow summoning speed: The opponents (especially ranged opponents) will start attacking your cultists before they can finish summoning their tentacle, even if you place them all the way at the back. This means you need to invest into a frontline to protect your cultist, but that also means that you loose the ONLY advantage that the cultist class offers: a replenishable meatshield that saves you money on heals and reduces the risk of your permanent units dying. The tentacles don't deal much damage, in addition the three cultists that summoned the tentacle stop attacking. I think they would do more damage if they just hadn't summoned the tentacle and had went for their own attack instead. So the tentacle does not tank anything and ends up costing you dps - right now the cultist class would be better if it had no ability at all. This shows you just how messed up this class is at the moment.
I suggest a number of possible fixes:
1. Make tentacle spawning basically instantaneous, and preferably line up the summoner's to the left of it. Also you have to get rid of the body blocking issues involved with the tentacle. That way, the tentacle could at least function as a meatshield, and with the right mutations maybe even deal decent damage.
2. Alternatively, you can give the tentacle a taunt ability like the current ability that tanks have, but of course one tentacle would be enough to cast it. That way you would still need a frontline, but it could be much smaller because it would only have to tank for a second before the tentacle takes over. Although I would prefer the first option, because if tentacles contineu to take ages to be summoned and thus force you to tank the first few attacks with actual humans, that will force you to have some kind of healing in your build. Then the question becomes "why even bother with cultists?", as you could just get tanks or lancers right away. It would be nice to have Cultists frontline as the way to make a build that does not need healers. Currently the only other viable way to avhieve that is by playing fencers, and they get annihilated by mages in PvP.
3. If you are not going for solution nr 1 or 2, you should greatly increase the tentacle's damage to give it the identity of a damage dealer instead. If it is not going to tank anyways, at least let it be useful as a high dps unit that nobody will shed a tear for should it get eaten by the great green cabbage.
4. Regardless of the options above, PLEASE, let cultists continue to use their attack on enemies in range - maybe even increase their attack range for this. Or make it so that they can shoot their attacks from where the tentacle is. Or that their attack stats get added to those of their tentacle. Right now, the game offers you a bunch of random mutations for cultists that are absolutely useless because your cultists almost never attack anyways. Please - let them attack even with the tentacle summoned!
That is why we need a better Ui and Tutorial for that kind of Information Unless I Missed the tab part?
To answer You 2nd Point No information is Given On the tech tree and the way in which It is set up so that Lines connect the mutation makes one assume It's a linear teach tree require the Mutation before to obtain the ones after, Unless I missed that In a tip?
Again maybe a more In depth Tutorial and Ui or Encyclopedia?
I disagree On the Healers with their current AI Issues with Path-finding and with the fact this Game state seems to be a more DPS focused "Build" I wouldn't really advise Investing in them, over much better Options Shooter - Eggheads - Mages and to top it off you have to put points into dodge I don't think healers should be so front-line and I think they should re-work the Plague master Into like a potions or buff/de-buff type Unit?
I think healers should be Changed to a more Ranged healing style with More options on which c;lass they heal or which unit maybe and I agree change plague doctor.
His synergy is good its the fact hes melee and just dies to quick its not useful enough.
P.s Nerf Green Cabbage
As for Cultist Fixes
1) Increase Tentacle damage and summoning speed, allow Cultist to attack after it is summoned.
2) Make it so Instead of one tentacle it summons weaker but faster smaller tentacles which can be buffed in the mutation tree.
3) Make tentacles more tanky less DPS go for tank tentacle build so they can be a meat shield, make them summoned further up so they are More Useful.
3) Re-work Mutation tree for Cultist and maybe make them m ore of a necromancer class summons minions Rather than a tentacle
Also Leader-boards it's Not even Fun to get on them It's all Egghead spam its not really an achievement.
You can clear the first 2 and a half levels with a single melee unit who remains at full health by the time you actually start to add other units, you cant do that with any ranged unit
I already said how strong the fencers and Fighters are and how OP the VAMPIRISM mutation is and I'm not doubting that you can do that. but that Isn't strong melee but broken mutation.
Ok so remove mutations and 1 vs 1 each classes best unit compared to the other, melee wins, taking both places in the final with cloud strife fencer vs pitchfork lancer, coincidentally both those units have more health and i think more damage than almost every other unit in the game, the only close fights are against sailor moon mage because - closing the distance. The same applies even more so for 10 vs 10 of the same units, ranged units do not spread out their fire particularly well so waste alot of shots hitting the same enemy.
So what you are actually talking about is the set bonuses not the units themselves where yes you are correct, thunderbolt and attack speed buffs are OP compared to the other set bonuses but that isnt an issue specifically for or against ranged or melee is it, thats an issue with the mage and shooter set bonuses as opposed to the units is it not?
Much like you needed to clarify that your argument is excluding mutation bonuses you conveniently forgot to mention that you are only talking about the set bonuses whilst applying this to ranged units. Change the poor cultists to have thunderbolt and they are suddenly strong instead of being weak as well, same applies to throwers, their set bonus isnt exactly good outside of PVE and they get wrecked by melee but give them thunderbolt and they will start wrecking.
In terms of leaderboard fights what is killing the majority of units is thunderbolt which isnt a ranged unit but a perk of a ranged set. In closing, all the units are comparable with one another however the set bonuses are what is making specific things OP compared to others, change those around and bring them all in line with one another whilst sorting out the tech tree to include a more meaningful mutation to each class will enable alot more variation in builds as right now the majority of the top builds are the same, eggheads specifically for their class bonus which provides utility, mages specifically for damage, mostly coming from their class bonus which is the only direct damage dealing bonus and fencers for the frontline with maxed out lifesteal for tanking, sustainability and damage (no other class has lifesteal easily available to them). Occasionally you will shooters for more DPS but it isnt anywhere near as consistent as mages and occasionally you will see fighters from people who understand the game mechanics a little better with their painlink spreading out the damage which your other frontliners are going to heal up with one hit. Cultists, Tanks, Healers and Lancers are not used because well their set bonuses suck and so does the options in the tech tree.
In closing, change the elements impacting the units (IE mutations and tech tree) and this will drastically change the game without touching a single unit so no, I do not agree that ranged needs a nerf and melee needs a buff.
Good Points I see. I agree with most actually.