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I may or may not disagree with your opinions, but you can't judge balance because you got frustrated in the last (obviously hardest) mission of a campaign where you know the odds become increasingly stacked against you.
Heck, you should at least play the other campaign and see how frustrating the final missions are (or are not) as the Dreadnought character before making sweeping statements.
The flame tank's durability is like paper mache- glass cannon unit- and the spy drones can easily be picked off from range and are extremely weak as well, unless you are being swarned by cannon fodder divisions which in that case you can set off a chain explosion if they are clustered together also both these machines explode and are unreviveable because of it so they have their drawbacks there, golems-seige wall breakers- weak things try to attack anything involving lightning spells and they just get torn apart same for most machines that is their weakness, as for the other machines namely Cannons and Juggurnauts -mostly Juggurnauts- they are more durable and actually have cool downs on their abilities which means to be efficient they need the engineers, if you see an engineer that should be your priority if either of those two machines are up, it is also good when fighting the Juggurnauts to stay close to other enemy units so they are forced to hurt their frirends most of the Juggurnauts abilities are aoe and are indiscriminate so they are durable but like a sledge hammer when you need a butter knife.
...eh, you're not worth the effort.
I'll readily admit Rogue is not the best class to start on. It's one of the more technical, skill intensive classes.
That being said, Rogue is one of the best classes in the game for the sheer wealth of options it has at any one time, and how deadly its units can be.
Sabotage junks machines like nobodies business, able to swing 90+ in a turn if you use quickdash with it and run to your movement's edge with sprint. That clears everything but a juggernaut in ONE pass from ONE unit, that costs 45 gold. It also instantly clears walls, making defensive tactics hell. This coming from a unit who is literally the most massable thing in the game.
Elven bards are imo, top three for best unit in the game. They enter play early, are a flat upgrade to an already powerful unit, come with recruiting and team buffing skills, high stats, and flat obsolete units people were already saying were too good.
Assassins swing for ungodly levels of damage, and count as a T2 unit. They're T2's who can hit for more than T3's, and with Assassin's Strike, can alpha for more than T4's.
Shadow Stalkers are situational units, who's situation happens to be forcing the enemy to mass elemental damage units, so you can countermass highly resistant to elemental damage units. Any sort of physical damage literally bounces harmlessly off a shadow stalker, as they have and gain more eHP vs phys than any other unit in the game.
Rogue is a very technical class, that rewards superior skill and ability with the fastest army generation in the game, and near attrionless warfare. You'll be gaining units from battle faster than you can lose them, and you have amazing tools at your disposal to solve problems, if you can see them coming and build counters.
As far as dreadnoughts go.
They are the defacto worst attrition class in the game by a mile. Their army stacks are literally forced to rely on crappy T1 units if they want to be able to recover at all, which massively cuts down on their fighting strength.
They are painfully reliant on abilities that have cooldowns.
Their scout is slower than every other scout in the game, and its only combat purpose is DYING. Do you have any idea how many scouts you get to pop from a dreadnought inside their own army?
Their actual combat spells are, with few exceptions, terrible, and they are a very mana intensive class due to their units high cost demanding mana fuel cells.
Dreadnought is a very straight forward class, but it is hardly the strongest class. The best thing it has going for it is mass muskets atm, which is a unit you didn't even consider. Flame tanks are friendly fire incarnate, and easily preyed upon by a number of units. One dwarven firstborn can quite literally singlehandedly kill 6 flametanks.
I feel flattered ^^.
will probably try to swing the final campaign again at some point after reading your guide.
I had dealt with the west side mainly with a team of 6 heroes and got to my center after being over run by way too many dreadnoughts and getting pissed at the amount of dread nought spam that I can't seem to stem the flow of. and was upset that they do 60 damage to units behind walls Came back and tried to retake my cities and he just had too many dreadnaughts.
Thier ♥♥♥♥ early game is also negated by the fact that they're in a campaign. Also I hardly see how having cheap, effective engineers is somehow a negative.
You should be flattered. Your stuff is very, very good!
Its still impossible to defend which is what I'd PREFER to do when faced with 6 to 1 odds but I understand the difference, and looking at the numbers I can probably still make it work.
PS. OP please your first post is a eye sore, not for me to tell you how to write things up I suppose but making everything it's own paragraph.
PSS: Also machines don't regen health like other units, so unless they run back to a city to heal up with a master guild. Well a dreadnought has to rely on other units/spells to keep a flame tank or other machine alive. Early game this can be seen as a pretty big disadvantage to them.