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I think the reason you are having trouble is that you don't have enough anti-air towers with single target damage during flyer waves(especially since your heroes can't help with flyers at all). Rally your rocket riders back, plus move highly levelled single target towers that can target air to the top lane). An screenshot would help with providing more specific advice.
You might want to switch Sylvara with someone worse but is capable of providing help with flyers(e.g. Nyru, Broden with his hero spell and, Thieren) if you are still having trouble.
Yes, unfortunately dune sentinel aren't really good at dealing with the flyers with decent amount of hp.
The starting towers are generally the best ones and royal archers, paladins, arcane, tricannon, and arboreon emissary is usually the solution to everything, tho I sometimes use off meta choices like bog hermit and rocket gunners. Dune sentinels are also a horrible anti air use royal archers or ballista for flying enemies. Slyvara is good but as other people said using Anya or Nyru would be better for flying enemies. In terms of enemies
I agree the flying crocs are too tanky, but quickfeet and nesting gators are meant to be blocked by heroes at the entrances which is another reason not to use double dragons. I also love the hydras since they are the closest to a proper miniboss we have gotten since twilight golems and bandersnatches. lvl 4 Paladins with the healing upgrade and royal archers with the triple shot upgrade work well against the hydras.
The only sins in this update are the rng tower deletion (which is dumb but not the end of the world) and maybe the flying crocs.
You have some valid points, but that one about the starting towers being the best ones is objectively wrong. Tricannon doesn't even have the opportunity to "fall off", it immediately gets outclassed. I was a genuine idiot not to use Necromancers, considering they counter most of this campaign's enemies. Are they a starting tower? No.
Royal archers is the cheapest tower in the game and the triple shot does ~450 damage every 15 seconds when maxxed out and ignores half armor. Arcane also does great damage for the cost with two strong abilities for more damage. Paladins are probably the weakest of the starting towers but are good for stalling strong enemies other than tankzards. I assume the stone tower is arboreon emissary and since you use it I don't need to explain why enemies taking 50% more damage is crazy.
Now for tricannon, I used to consider it one of the worst towers in the game, but after a slight buff and using it in the mini campaigns I admit I was sleeping on it. The damage sucks initially, but levels 3 and 4 do solid single target damage and the bombardment upgrade is op and nukes crowds. Your loadout doesn't have any artillery which is probably why you're struggling with the nesting gators since they're meant to encourage artillery for the eggs.
Necro imo is a decent tower and it can save tower slots by being a mage barracks but relies too much on death rider for damage and totem for skeletons and I prefer using arcane for damage and paladins for stalling.
If you still don't believe the starting towers are the best you can ask the top players and they'll say something similar to this.
Tri-cannon is the strongest proper artillery tower in game. Try using it with bombard ability.
Tricannons are not garbage, especially not for this campaign. Like the tricannon is able to handle bottom right path with help of lv1 barracks.
Tricannon legitimately delete hordes and cripples even decently tanky enemies with their bombardment ability. Try it out.
I was buying both, that must be it