Thronefall

Thronefall

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BigSmoochie Mar 1, 2024 @ 12:10am
Overpowered & underpowered upgrades
The mill upgrade for increased income seems completely worthless compared to the others; I think it should also boost the income given by fields at that mill or at least boost the income of the mill immediately.

The healing potion perk, the support mage, and the healing towers don't heal quickly enough to be worth it. Any option that gives higher dps is more worth it in every situation I've tested, except maybe the elite god challenge on Sturmklamm: the elite flying mage wave seems to necessitate having the support mage to block the magic projectiles.

On the other hand, the level two castle upgrade Builder's Guild that levels up a house every night seems too good NOT to take. It essentially gives three gold every night; two gold worth of free upgrade and one gold of extra income from said upgrade (which will even stay for every night after). I feel similarly about the level three castle upgrade Castle-Up that reduces the cost of defenses: it can generate something like 15 gold worth of discounts every night that it's active.

Royal Training & Royal Mastery can be powerful too, but then you have to completely build perks & unit upgrades around the king. The other options don't even compare. Giving units extra movement speed (and only while they're being commanded) just doesn't help kill monsters any faster nor keep the base alive longer. This upgrade should probably be changed to something related to unit dps, health, or revive speed. Increasing one target's damage taken can be useful against the bosses, but not enough compared to the dps boost obtained when you can afford extra oil towers & ballistae by taking Castle-Up.

Hopefully there are some changes that bring more options into the "meta" soon!
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Spawnling Mar 1, 2024 @ 8:15am 
I think most of them are very situational.

The Mill upgrade isn't bad, increasing income from 1/2/6 to 1/3/8 + Fields per night can be great if you get to tier 3 early. But Uferwind, where you get a lot of mills, pratically forces the scarecrows. So to me it was only useable on Durststein.

Healing Potions combined with unit health and a defense upgrades from the smith kept them alive in the Frostsee challenge, where units don't respawn.

Commander upgrade is a great way to keep your Berserkers from charging at siege engines, which does help killing monsters. It also allows you to run around with your archers, which can be fun.

The free house upgrade ability seems mediocore, I guess it gets better on longer maps, but I never found it good enough to pick over the other options. I can see its place with unit oriented perks.
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Date Posted: Mar 1, 2024 @ 12:10am
Posts: 1