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but its rough u right might need some tweaks for sure.
Sappers can be easily countered with the laser ceiling. Need ~4-5, though, but once set up you'll never have to worry about them again.
The latter method of difficulty spike, that they went with, pretty much renders all traps set-ups moot, and more or less ends the round dead -- unless one has a cheesy set-up using flowers and/or flippers. Thus formula makes longer Endless runs very map specific; rather than strategic.
I reached wave-29 on that "One Path" map, at which point (or thereabouts) the speed-up came, and I just gave it up -- they barely took damage from my kill box that was almost AFK moments prior. 'Til that point, I hadn't lost a single Rift point. This tells me that the game hits a very sharp difficulty spike at whatever wave the speed-up kick in...
💡 speed-ups more subtle -- example: 5% increased speed every ten waves
💡 HP increases more subtle -- example: 5% more very ten waves
💡 more wave specific enemy combinations -- example: a gnoll rush wave; an ogre rush; flier rush (can be considered a "sub-boss" waves, interspersed with the bosses waves proper)
💡 wave pauses (no 3-second timer) after boss and/or enemy specific waves
💡 Spellbook access at wave-25, 50, 75, 100...
(*leaderboard / Achievement records can be forfeit where the above mode is selected)
I'd really like a break. Ideally for me the enemies would only get so strong and then cap out but a break at least every 7 levels would have saved my sanity for sure. You never get any time to fix anything or adjust anything, maybe only some time while that last heavy ogre is getting stunned or confused or frozen and you can't sell or repair anything then.
And I disagree, by the time I'm "beginning to lose" it's just about the time I start getting bored (usually around an hour) so it's basically just about perfect for me.
Just got to wave 59 on the first map:
https://steamcommunity.com/sharedfiles/filedetails/?id=2562047361
Dunno what map you were on (maybe sludge shelves) but you can't really be afk. Too much stuff destroys the barricades, the traps end up not doing enough damage, and the enemies get waaay too fast. Eventually no traps will kill the sappers or fire elementals before they get to the walls except maybe you might get some with physics traps. I probably should have sold all the door traps I had with flip traps since by like, level 40 something they weren't stopping the sappers anyhow.
OMD2 Endless was boring because it took too long to ramp up. I haven't played Endless in OMD3 yet, but I hope it's not like OMD2.
Definitions on what's hard or not are debatable. I just ended a run of Side Entrance that ran for 54 rounds, lots of that was waiting for traps to slowly kill beefy mobs. Took literally hours. By the end I could not stop ♥♥♥♥♥♥♥♥♥ from getting in and was doing very little damage to enemies who were running really quickly and who had also sped up their CC recovery rate (my freeze shots onto them were clearing after one shot, which felt very unfair). I don't think many people would argue that at level 54 the game has gotten pretty hard... but is that fun? It's not much fun to take 3 minutes to chip away at one enemy's health pool that just won't drop (only to have him run right into the rift at the last second) or to not really be able to stop a whole line of ogres or mountain trolls from getting in despite having spent hours building that setup. There's a balance between hard and punishing, and how hard is fun is subjective. It takes a while to ramp up, but as you can see from this discussion, some people have trouble at even the very low waves.