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But truth be told, if a large part of your blessing is not great, then the emboldening on a new day is more than enough. especially when you play order. Horror resist is.... yeah its not great. Not very good even if you dont have embolden either since if you have nightmare fuel, unit with horror resist just cant be healed.
I think I know why they make siege martyrdom and speed booster a thing. This is mostly for people who wants to go flamethrower more than impaler or catapult. Though siege martyrdom feels like you want to flex just how wealthy you are on them nightmares. Speed booster though.... think it is made with the idea that you want to move your entire siege forces from one spot to another. But ehhh... not that great yeah.
I have seen people picking speed up into stun for flame throwers, the APM required to pull what they did is beyond my capabilities. But the result is, the waves can't even move at all, and I'm pretty sure it kept stun locking the waves of giant that spawned. Its powerful, but I could never pull that off. Sure made it easy for my knights to massacre giants though.
We really appreciate you taking the time to write this all out. It's incredibly thorough and I think there's some really good stuff in here.
I'll send this through to the devs and I know there'll love the ideation.
Game is fun but everyone knows ballista spam is just the most efficient way to play all the factions!
Arb in towers are miles better than the advanced ballista tower too it's way too expensive.
So yeah half the units are redundant same with the buildings.
Changes need to be made but overall the game is solid bar coop being too rushed and short.
Its range is so short and HP is so small and speed is so slow it makes no sense why they exist.
They need a 2X range increase to compensate a windup time to shoot
And slight speed increase on movement.
Same for catapults, they should work like siege tanks from SC2.
Fast movement but needs to be deployed
No... they are not attack units they are defense units... so nah... they do well shooting through and over walls.
I would say right now, siege movespeed is really the only talent you should be picking. Impalers and flamers are amazing at clearing out the map because of the stun with almost 0 threat of losing units (except for the flamers). What 100 arbalest can do, 10 impalers can do it better and move faster with a lot of AoE clearing. Rushing impalers with max movespeed has been a game changer and has helped me complete the 6 million score achievement.
Also flamers are amazing if you are doing a one layer of wall strategy. Flamers plus impalers can permastun Crushers which is very broken. They have a wide aoe cone which means they also kill everything around the target, stunning them in the process. I have seen a 10 flamers + 10 impalers +40 arbalest hold one fissure in the final Stand on the hardest difficulty and max hardships.
On another note, I really do think this game lacks towers and tower importance. They unfortunately just suck. Only good one is probably Bellow tower and you need around 4-5 to be able to get nightmares off your walls. Some buffs to ballista and grand ballista would be great because they are really not worth their value. Maybe make them very expensive but worth the money sink.