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The exploitation of pits becomes complicated. As the waves progress, not only do the enemies get healthier, but they also get faster and heavier too, until eventually, you just can't push/pull them into pits with Push Traps, Spring Traps, or Harpoon Traps anymore. I didn't try Black Hole Traps, but I imagine they lose their effectiveness in similar fashion. Spinblade Traps should be the exception, because they deploy an actual solid object that shoves everything out of the way and blocks the path, so lining the floor near pits with these ought to be able to get you those delicious yeet-kills in perpetuity. As a bonus, they also require no upgrades, nor any investment of gems, since these upgrades only increase their damage output, which is going to lose its relevance anyway.
If there are no pits, you're left to contend with enemies that get harder and harder to stall as their HP approaches infinity, so you're left with only one recourse: Hex Traps. They're not fast, and they're hideously expensive, but they 'kill' enemies in one shot, guaranteed, regardless of how much HP they have, so unfortunately, they're also invaluable.
So the solution becomes spamming as many Hex Traps as possible, while slowing the enemies down as much as possible to buy the traps plenty of time. Here, lining the floor with Spinblade Traps is again useful, because they act as walls. Demon Portals and Lich Tombs also have application, because most enemies will get distracted by their summons and stop to fight them, buying you more time. I don't think enemies deal more damage in later waves, either, so these towers should never lose their effectiveness.
Then there's the subject of Runes:
And as for Consumables:
So, how accurate are my takes? I confess I'm speaking from little experience, so I could be pretty far off-base on a lot of points. If I have erred, please point me back in the right direction. Thanks!
https://steamcommunity.com/sharedfiles/filedetails/?id=1384181378
As far as I know, there is no way to truly halt the enemy, other than freezing them solid or turning them to gold. I haven't tested Black Hole Traps or tier 4 Dart Traps, but I imagine they become ineffective as the enemies become absurdly heavy. Spinblade Traps only greatly slow them down as well. Some enemies will stop to fight Demons, Liches, and Firebats; but not all do, and even the ones that would ordinarily fight them will sometimes just run past, especially if they're in a crowd.
So what's the solution to unstoppable enemies screaming towards the Portal at increasingly blinding speeds? Get them to go the wrong way, of course! Simply get the enemies to go one way, and then sell a Barricade to open up a new path, and place a new Barricade to block their old path, to get them to turn around and go back. Bonus points if you place this new Barricade on top of some enemies.
The catch is that you're still out 400 Gold per Barricade (regardless of your Barricade level), so you need to gain at least 800 Gold per back-and-forth cycle. And since enemy HP trends toward infinity, you'll eventually be killing enemies strictly with Barricades. This presents a problem (unless you're somehow squashing 4+ Nobles with each Barricade): You're going to run out of money.
This is why this strategy only works in maps with pits. You need the enemies to crowd near pits and shove each other into them. If they take long enough to go from one endpoint to the other, you'll get a net gain in Gold from bounties, kill streaks, and perhaps soul-harvesting.
This is where Spinblade Traps and Freezing Traps come in. Spinblade Traps are able to momentarily slow enemies down to a crawl (a completely static speed in fact, no matter how fast the enemy normally is, as far as I can tell), and Freezing Traps are able to stop enemies completely by freezing them. Don't bother with Slime Traps, by the way; the enemies eventually get so fast that Slime Traps become essentially meaningless.
This strategy can still get you very far in maps without pits but that still allow you to reroute enemies back and forth. Just gotta run enemies past a bunch of Hex Traps. Eventually, though, the enemies will get to be so tough that you'll begin to lose Gold on each cycle because not enough enemies are dying to pay for the Barricades. The enemies will also spawn faster than they die, becoming so numerous and so crowded that the game will start to choke, and the enemies will begin clipping through walls. The game may even crash outright. So this strategy might take you to some pretty extreme waves in maps without pits, but it will eventually fail.
Bonus tip: Dwarves are even more suicidal than you might at first think. If you place a Barricade on the other side of a 1-tile-wide pit from a Dwarf, it'll charge towards the Barricade to try to blow it up, and fall into the pit like an idiot. This is invaluable in Endless, so look for opportunities to set up these 'Dwarf filters.'
just asking because i am grinding so i can beat shallow grave. i have yet to beat the game.
lightning stops enemies for a very small time, but this is enough to help catch the fast enemy in the harpoons. The harpoons slow the enemy down enough for the spin traps to activate in front of the horse. then the damage dealing traps (I use bolt traps but i'll try frogs)
You can place necromancers INSIDE your portal. wow the text box has disappeared, I can still type but I can't see the words... Okay steam.
So yeah, put necromancers inside your portals.
I'll look in to this xp multiplier stuff, because if using 5+ traps increases xp, having that 3 trap rune is not going to help.
Another tip, you can LOSE XP. If your gpu crashes while in a stage, CLOSE THE GAME. I couldn't see the game but could hear it. I was in endless near the end of a run with no endless xp record on the stage. I heard the game end, tried to get back to menu, couldn't, assumed I'd get the xp even if I closed the game. I opened the game and the xp record was 5mil, I had no new gems. 5mil is enough for me to level up at least 2 times right now so yeah, I LOST XP.