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One thing I would like to add on to this list though is the range of ranged units, specifically the ranged hero for the rebels and ballista towers. They are ridiculously low ranged and it really annoys the hell out of me.
Factions barely have any variability. They feel like clones of each other that somebody gave only minor token adjustments to to say that they were different.
Also, the co-op mode is way too rushed and there really needs to be more options for that. Give us an option in like 7 Day intervals or something if that makes the devs happy. But right now, 14 days is too little. You barely get enough iron for the final day and the match is already over. That, and it would be nice to actually build out more. Currently it feels like you are limited to such a small area in that time frame that it kind of just feels like I'm speed running missions with my buddy which is not what we want at all
Honestly Co-op in AoD reminds me of the constant rush Co-op missions have in Starcraft II. It feels like they looked at the concept and then took the worst parts of it and said "Yep, this is fine". Just another in a long line of objectively bad choices tbh.
Armor shred for Arbalest is fine as they have less DPS than an Archer and cost a lot.
I think high-attack-speed pikemen have more shred per second for a much cheaper price.
Melee is much cheaper and they do not need expensive towers.
That said Sentinel could get 1 food cost.
The order could get a very slight gold cost increase and shred buffed to 4.
Triage Center can restore armor, but I would not mind a unit that can heal back armor on the field in Exchange for crap or no attacks. So a support unit.
Back then when they did armor system in 0.8 I simply suggested dmg scalars as they are much easier to balance and are used by almost every RTS game.
Some use dmg scalar % some use bonus dmg againts certain armor types. (Eg.AOE2, SC2).
Even Command and Conquer Tiberian Dawn from 1995 had dmg scalar %.
Eg. Riflemen did 25% damage to tanks, but 100% of infantry, and flame throwers did a lot of dmg % to wood buildings less to concrete armor buildings, much less to tanks.
But likely too late to change the system, and in that sense AOD has a kinda unique armor system.
AOD is MUCH more balanced than it was in 0.8 where the Rebellion veteran was like order nightmare difficulty.......
15% construction time could be buffed to 25%.
Crystal gets revealed 1 day earlier and could be buffed to 1.5 or 2 days earlier.
25% emboldened a day is strong if you get it early, on coop mode it is likely much weaker due to shorter time. Useless for the green faction.
The game could get a Tier 3 building "Academy".
Units can go inside and for a price specialize in some roles.
Buidling can unlock special tree for dark crystal cost and then each building can be upgrade to that role for a very small cost.
Eg. Soldier now has two swords, higher dps,less tanky.
Soldier now has a mace has a small shred. less dps than default better againts low armored units
Default archer can use flaming arrows once unlocked.
Archer has acid arrows that deal dot dmg including dot armor dmg. In small numbers good.
Archer has magic arrows and does no shred including in towers but magic dmg ignores armor.
Reload time increased to 3 seconds. Better againts armor, but worse againts unarmored or already shredded units.
Arbalest has a piercing crossbow and can now hit 2 units but attack speed is slower by 15% and shred is down to 20.
Grand Ballisa Giant bolt mode bolt now does 100 dmg and 100 shreds with a chance to stun but can no longer do AOE dmg.It becomes an anti-Elite, crusher, spitter defender.
Grand Below Tower: Molten lava dmg reduced to the old values with 4 fire dot but enemies burning from the tower now take 25% more shred dmg from all sources.
These are just made-up ideas done in 10 mins at 3:30. (should go to sleep....)
Also in wave defence survival games you are rushing to clear the map on higher difficulties this is the norm.
You are under time pressure to get enough eco to finish the final wave.