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The game made two changes over various patches that gave the player less agency to deal with them.
First was the patch that makes building more towers of the same kind get way more expensive. It used to not be this way so you used to be able to get good university luck which would allow you to reasonably deal with missles by overbuilding balistas defensively (or offensively) since the base stats on them all would actually be reasonable.
Second, the game used to have some attack speed improvements and crit scaling cards that would give you a chance since Balistas have no AOE options, but those were removed through various patches, so now since you are capped on both (you can still do crit, but it's much more expensive than it waS), and thus, you can't overpower missiles after a certain amount of them spawn.
So your only chance is to start mapping out where the final points are going to be, and make sure you have a strong small killboxs towards where the spawning portals are going to end up. It's not too hard one 1 lane and 2 lane, but 3+ is gets stupid to do and you have to have decent lane luck or really really really ahead money wise to even be able to do so.
It's stupidily unbalanced, especially on harder end, because of these changes.
If there was any mod I'd use to cheat achievements (if they existed) would be one to choose the enemy types and ignore missiles.
Do you think it would make sense to revert back to a old depot and play off of that? Found these older releases. https://steamdb.info/depot/1843761/manifests/
My basic viewpoint is they had a core of a good game with a lot of promise (all the good changes that came showed that there was a lot of room for improvement and potential).
You see that promise as it's still a good game in the honeymoon stages. 90% of players buy it, play it for like 20-50 hours, and enjoy their time and that's super reasonable. It's ugliness only rears itself when you try to tackle the hard achievements (which is really the only "progression" the game has after you unlock everything).
So, IMO, it might be fun to play anything before 1.0.14 just to see how the game played. At it's core, it plays the same... just... there was more player agency, especially with how you wanted to build your towers and the balance was just way more reasonable.
That was before the dev made balance change after balance change, added all the extra achievements, mob retuning, and made the game overall way harder. Back then, once you got the skills down, you could easily beat 3-lane ballistas pretty consistantly without a ridiculous amount of retries... it felt good and fun but reasonably challenging. You weren't punished for thinning your deck, you could crit stack, you could mana stack, you had attack speed at some point (attack speed might have been added then removed, I can't remember), university press your luck was more usable because you werne't punished so harshly building extra towers, you could build super towers more reasonably, etc. The only positive thing you were missing were the special tiles and trees.
I'm 90% sure my recount is correct, although I don't remember the exact order of the patches. I do remember I was like 3 achievements away from 100% the game ebfore they added the duplicated balista-only achievements, then later the quad lane ones which is where it just got stupid. You can see how they added them on true-achievements if you want to see the timeline of it all.
Back then the only achievement that didn't respect a players time was the 1,000,000 kills one. Now like 40+ of them do not.
I only just started playing so I only know the latest version, but it's sad to know dev is done with the game. I'm going to see if I can downgrade to 1.0.14, because it really does sound like it's a much better experience.
From a math perspective, the issue with "Balistas Only" and these mob types is that there are:
- No ways to affect attack speed
- No ways to get area of effect damage
So you are limited to how many shots can fire, and when mobs spawn that spawn other mobs, at a certain point, even if every balista you had did 1 million dps per shot (instakill everything in one shot in some extreme example), you'd still potentially lose if you don't kill the mobs early in the lane.
Why? Even If you have 100 towers instakilling 100 mobs, you still lose if 500 mobs run by as the attack speed can't keep up.
This is a simplistic example of the core problem... but just to display the issue with the mob type and Ballista only as a goal. You can have all the defenses in the world, but if you let them spawn too many mobs, no matter what your damage is, you'll lose (and your towers are NOT instakilling most mobs and thus, this problem is compacted even more and needs less spawners to make you lose).
So you have to kill the spawners early on, which requires enough budget/upgrade pressure to allow you to do it. It's much easier to deal with in 1-lane and 2-lane, but triple and up, you aren't going to have as much freedom, especially in all lanes, and thus, requires a lot of luck to overcome these mob types.