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
The issue was that it was super beneficial to make stacks of heroes, each with summon abilities and the ability that resets cooldown abilities and then basically take an army of 6 and make it easily 12 or more. Made clearing wonders completely trivial.
Now they are still powerful but you need to be smarter about it.
Which, if true, would have made all other capstone skills worthless.
If it stands out, hammer it down.
Summon Undead creates a unit tht starts with full AP so perhaps it's the case with other summons as well. I don't think it was the case before Wyvern.
Some other skills probably need a buff before they are worth taking, but summons were the atrongest option until now and still are strong.
And even if you can build that T3 unit, it takes many turns to complete, and then you have to bring it to your army.
Then it's there, and the summon is still another T3 unit on top of your army of six units, expendable with highly disruptive abilities.
None of the other skills do remotely compare to the summons; example you buff your army with Mana Unchained, which takes up the first turn huddling up around the hero, so the first of three turns already passes without benefiting from it. Maybe the second turn you are close enough to attack, but maybe it's better to wait another turn in defensive positions. Then you get the effect for 1 turn at most.
The most damage you typically expect from a signature skill is 30 (there are situations where you are better off just attacking)... a Summon not only will dish out that 30 damage but probably absorb a good chunk too.
Yes... and some of the milestone abilities are... pretty bad.
They (effectively) last 0 turns.
A developer said they last shorter than intended:
https://steamcommunity.com/app/1669000/discussions/0/5264193038182850136/
There is now a massive opportunity cost to it, which makes it pretty bad.
It didn't need a nerf, we just needed more hero abilities to pick from that are worth a damn.
You are choosing to summon a unit rather than using your 3 AP to move/attack.
On the next two turns, your hero can move and attack and your new elemental can move and attack. You have improved your action economy.
Unless your hero could do more in one turn than a summon could for the next two turns, then it wasn't that big of an opportunity cost, on the contrary, if your enemies attack the elemental for more than 3AP worth then you have effectively removed actions from your enemy.