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
Right now to me the most important thing is give depth to the game, because we're supposed to replay it run after run, and they're beginning to get a bit samey.
Maybe a speed-up button to accelerate the game when you're just waiting for the orcs to navigate all huge ass-maps.
- Let us pick the map we want to play.
- Let us pick the distortion(s).
- Let us make Thread decks so we know what's coming and can plan around it, we just don't know when. Pick 30 cards, end of a wave you get shown 3, pick 1, discard the other 2. Something like that.
- Let us pick modifiers like daytime, nighttime or rain.
- Let us pick where the Rift will be on multi-rift-spawn maps.
Stuff like that. Just...lemme setup a scenario and play it out how I want to and not force so many RNG elements on us.
-Change the way skip works. I think a better skip option would be to allow you nullify one negative modifier. I would love to pay 5000g to remove some of the really horrible modifiers like increasing trap costs with every placement. I think it is also a fair price to lose one thread and 5000g to nullify.
-Make boss maps also give you threads, maybe some powerful biss map only threads. Right now it is kinda hard to pick maps with bosses because it means you lose out on 5 threads which means its always better to go for any other map if you plan on going for a long run. In the same as vein as this I would also like to see variant boss maps e.g. fighting 2 bosses or even a boss rush in which you fight all bosses in different waves. Would love to see boss maps more incentivized.
-Threads that add extra elements or effects to traps we have so you can achieve higher combos e.g. a thread that makes poison flowers also apply melting for example. I would also like threads that let you see more options e.g. the ability to pick from 4 threads in the future or 4 maps etc. Will help with consistency at the cost of "sacrificing" a damage upgrade.
-An unorthodox idea but I wish rift corruptions were always guaranteed, and we got a few extra free barricades to compensate, would go a long way to making the maps feel a lot more dynamic.
-Maybe also add different types of corruption like certain areas where traps are boosted so trying to funnel orcs to that area becomes a challenge or a corruption that adds extra hazards to the map which can be used push orcs into them but will also make certain areas off limits for pathing/trap placement (e.g. flooding a room).
-Let buff barricades also have a vertical element so you can buff things below you e.g. the ceiling of the floor below.
-When orcs turn red while placing barriers also make them their dots their red on the minimap so you can pinpoint which door is affected easily.
-Show us the path of fliers
-An encyclopedia of enemies.
-Let us pick our blessing like we pick threads after a map ends.
Also this:
It's just such an intuitive thing to have, why isn't it like this already?
Save your rerolls for later imo, take one at most per mission, if any at all.
Flyers have the same pathing of ground units, they just ignore barricades (basically they move like you haven't placed any barricades yet). Just remove your barricades temporarily to see how they move.
I get it, but you're already choosing between cashing out with your skulls or continuing with your run. The rift blessing is there to be an incentive to continue playing (ie get megaboosted numbers for the next mission only).
Had dynamite archers last night that ended up being annoying here and there and would have loved to reroll them if I had the chance lol Got through the run fine but last some rift points from them shooting the rift crystal when they could >.>
The thing is, usually I have so much leftover money after I set up the box I just reroll for something good because I want something good not because I need to. Preferably trap threads but no, the game is hell bent on giving me trash tier hero threads. I'm starting to think it is somehow hardcoded to "balance" traps/hero amount you get.
I know but its annoying having to sell your barricades and to coordinate with other teammates to sell their barricades. On top of that with the new rift barricades if you purchase some with golden tickets selling them will return no coin. I see no reason to have so much friction and not just show the path of fliers like they have done in every other version of the game.
2. Random players don't want to take card variants like "Random Traps" and "Traps can't be sold" (rarely taken). Conditions with restrictions should be more dictated, not turn the game into “Build barricades to the max and close all entrances but one and it's a win”.
It's sad when victory comes down to barricades.
3. Make a mode with limits on the number of identical traps.
Limits on the number of traps in a row. For example you can't place an acid trap together with an acid trap - there must be a difference of 1 cell on all sides or 2 cells, 3 cells and so on.
4. Mode with a limit on the number of barricades.
5. New maps with even more paths near the portal so that the team doesn't have enough barricades to build up everything.
Conditions and waves with invasion of flying enemies and all those flying through barricades. Shoot or lose.
The combinations are waves-only shoot/only traps.