Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
On a note related to map intentions, we are obviously supposed to use archers in the first map in Drastic Steps, but they are trash. They die to the fliers or archers immediately.
I still don't see the complaining, so the youtube videos don't work anymore, there are other ideas though, find them out, like ceiling zapers, that's how we dealt with flyers in OMD2
After testing, if there was any, and feedback from stadia players (even less likely), such results are disheartening.
I keep thinking that the developers just watch Endless videos that goes over 100 waves and likes to nerf traps used there without any regard for the standard Rift Lord difficulty.
One of the problems is that unlike OMD2, traps doesn't seem to have any "anti-air" properties attached to them. Case in point, Guardian Archers in OMD2 dealt extra damage against flying enemies and took less from Orc Archers which immensely increased their utility, but here they have neither, with the aggravating issue of having low damage AND low health.
If Lasers and Archers had a lot a flag like "do extra damage to flying enemies" then this would at least partially address some of the issues with these traps.
Flying enemies in general were done extremely poorly in this game. The fact EVERY SINGLE MAP they show up makes them attack in huge swarms instead of gradual numbers was something I have no idea how it get past the development board.
I have played with dozens of people and watched others, but NO ONE went without Stone Staff in those maps, not because the weapon is that good (it is pretty good), but because those maps are so unbalanced. And like OP mentioned, the traps meant to deal with them (lasers) just can't handle them anymore.
Thanks, did my best.
I figured the devs could use some actual testing/confirmation that they're not working. Regarding archers, they work extremely well on that map IF you pair them with the right build. For instance, you can split-route the foe and dump all large enemies into the drink while putting the light enemies through a gravity pillar/wall blade meat grinder; with this set up, you only need 3-4 archers per flier entrance to totally lock down the map. Try it! The archers can also be effective against the land enemies as long as you can keep enemy archers/gnolls off of them, which can be done using haymakers or other knockdown traps, or just confusion flowers. That being said, autoballistae work even better.
The problem isn't being unable to deal with fliers, the problem is a trap not doing what it's meant to do. Like, imagine you were playing OMD2 and the boulder chute suddenly stopped doing damage based on height. It becomes pointless and the maps built around giving you cool boulderchute spots suddenly become more dull. Same thing happened here; the devs put intentional flier/ground enemy convergence spots so the ceiling lasers can be effective against both, but they're actually not working against either, because the devs balanced the lasers against a barricade-maze design, not open-floor usage.
Alright, I need to clarify a few things. 1: I don't ever use the Stone Staff. 2: I don't have trouble beating the fliers overall. 3: I actually really like the archers as they are post-patch, they're quite potent and can rip fliers apart in moderate numbers.
That all being said, you're right that the Tar trap's price is absolutely absurd for a 'trap' that doesn't even harm enemies, and that stems from the enemies being so fast by default that they can't be hit without mazing/tar/both. As best I can tell, the devs seem to think of tar/barricade as the standard, which in turn makes it absolutely essential as they balance around it and make traps useless outside of it. That's a serious problem.
The lack of anti-air properties is also problematic, yeah - in fact, I think I might make an entire post about flying enemies, because there are several other little issues that drag the experience down (In OMD1, you could actually hit fliers with floor traps if they got close enough, and they could be knocked around - in OMD3, all fliers have Chromatica's "can not be moved" property, making the boss kind of a joke. I assume this is a bug. Push traps used to be an excellent counter to fliers if used properly.) That said, I respect the developers not wanting to throw a bunch of complicated extra damage variables into the game to confuse players - it's bad enough people still think acid does damage over time (it just adds physical vulnerability).
Since two different people were under the impression that I was complaining about the ceiling lasers out of difficulty with the maps: No. I can clear the maps just fine, but to do so I have to rely on more universal (read: copy-and-pasted) tactics, rather than taking advantage of the unique level design. It's obvious what the devs had in mind, but rather than being able to use the cool new trap in what is obviously the perfect spot for it, I had to kick it off of my trap set roster entirely in favor of more killbox stuff. I'm more of a fan of combo stranding over killboxing (See my forum post on the patch for details), so I find it bothersome that an attempt to balance lasers for killboxes/Endless mode ended up ruining its original level applications, that's all. This is less, "You made these levels too hard", and more, "You made them more boring."
My reasoning is simply based on the traps role. It has constant uptime and infinite range. It also has a slim profile so you can fit lasers and still have room for other things. In my eyes this means the role for this trap should be complementary to other things, not as a high damage option. High damage traps need some kind of drawback such as cooldown, placement restriction, and/or price.
What use them for is combo points or protecting barricades from sappers and the do a good enough job of those for me to still want to build them, but I only ever build a killing field of lasers if I have absurd amounts of money and Im using a really high ceiling that wouldnt be good for anything else.
Do haymakers instakill any fliers hey knock around?
No, fliers right now seem to have a bug where they can't be physically knocked around at all. The haymaker does do a lot of damage to them, though, so it usually kills them. The dart spitter is more effective for the price, taking out a lot at once, generally.
Yeah, this is basically the issue. They're just fine in killboxes, but killbox-only traps are kinda worthless when you can build killboxes in dozens of different ways anyway.
It doesn't need to kill ALL of the fliers (thought it absolutely should when used in such absurd numbers), but it should be doing substantial harm to them and making it easy to clean them up with a few backstop archers. Right now it's doing almost nothing to the fliers OR the ground enemies, making it a worthless trap outside of killboxes and sapper-defense. In killboxes, you force the enemy to hit the lasers - they should still be FUNCTIONAL outside of killboxes.
a lot of this complaining just sounds like you wanted an unbalanced game and just want stupidly strong traps that make the game mindless.
the point of the trap is to be constant damage that applied shock or fire to the enemies. which in itself is just a constant application of 2x combo (well almost 2x combo since the shock needs to kill it's target and the 2nd combo point comes from the explosion it does) and no other trap can do this consistently either. everything else has a cooldown or charges or something that causes them to have a downtime.
so no I dont agree that the ceiling lasers dont do their jobs, they do it fine and people just need to understand what their role is.
dealing with fliers are easy enough with a stone staff, if anything maybe that should be nerfed if you want the traps to be stronger, since you can just stone them all to death and if you run out of mana, jump to your death to replenish your mana and do it again until they're all dead. you should only spend the coin on making a kill box to deal with the ground units to the point that you dont need to be there to catch leaks and you deal with the flyers yourself with the stone staff. and if you dont want to play that way, then thats your choice to make the game harder on yourself.
Then you aren't listening to what people, especially, OP are saying. Most people don't want "stupidly strong" traps, they want viable/balanced traps where "everything is good".
You just said you need 3 Lasers + "proper" tar placement. Do you know how much that costs? That's ~5,250 - 7,500+ just for an "easy" 2x combo and stopping runners/sappers. Meanwhile 3 properly placed Brimstone will wipe ~90% of runners/sappers alone, throw in a Dart Spitter and you have a 2x combo for ~3,300. Add some other traps or more Brimstone...or bring a fully upgraded Trap Trinket and their cooldowns are practically non-existent.(could always use the active during early stages when box isn't able to sustain)
So your argument is that all traps are for ground units while the player is specifically for Flyers? That's completely antithesis to what Orcs Must Die and Tower Defense games are...
EDIT: Personally, I'd like to see the "extra lasers" upgrade switched to "can be placed on walls" for lasers. IMO, their hitbox won't be a problem, placing them too high would make them not hit runners, you wouldn't be able to make them do fire, their large size would take up valuable space for other/better wall traps, their DPS shouldn't be an issue since small hitbox means only brief contact between lasers but it would reward stunning/slowing/freezing enemies... and if it is "too OP" from that change, you could either make the upgrade increase their cost to 1250+ or lower their damage. Only way I see it being busted is on certain maps that would allow 1-3 lasers on a backwall to hit the entire corridor/lane.