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Rapporter et oversættelsesproblem
While extensive testing, we realized that each player plays it differently. For NORMAL difficulty - battles should not be too difficult, when you select the correct upgrades for the skills - e.g. on level 2 - upgrade to blinding arrows in Air Barrage and blind in Taunt - works very well for large groups. Also, the idea for combat is that you do not save mana early, instead using the skills at convenient opportunity, otherwise you will get overwhelmed.
If you played on HARD - observing resistances of the enemies is crucial as well - and re-equipping your party with weapons dealing elemental damage, to which those enemies are weak. A difference between earth and fire weapon, when enemy is either +30% resistant or -30% weak - makes a big difference. If those nasty drain spells give you a problem - you can wall them of, stun them or blind them (again, Maeve's Air Barrage is an excellent problem solver)
Nevertheless, thanks a lot for such feedback - we have a list of changes to how battles work. Most importantly - we will increase threat generation for tanks (also give Kane Taunt skill earlier), so tanks will be able to keep the enemies on them, while your range chars dps them. The idea is, that as long as your tank(s) live - you should be fine, unless you position your dps next to a spawn point.
We will also change the spawn mechanics, decreasing number of enemies in each wave, increasing the time between the waves - but also boosting health of elite enemies, so they remain as challenging as they are now.
This will result in battles being clearer and easier to control (still will remain challenging on hard difficulty)
One comment - since this also came out in few streams that I have observed. Bestiary is a very good way to check what your enemies do and what their stats are. E.g on level 2 - Construct Blademasters have an aura increasing damage to all other enemies in their range, which stacks (you can see the blue circle beneath the enemies affected by aura). So if you allow 2 or 3 guards stand close to each other, boosting other enemies, it becomes a difficult situation.
Also, are you using enchants for your items? In Tower of Time enchants are very powerful and often allowing you a different tactic, depending on the enchant you choose.
Would be far more enjoyable if you reduce number of enemy but make them stronger to compensate.
If you get beaten by enemy cause you made some mistakes and need to alter your strategy is realy fine! Getting overwhelmed cause you couldnt dispatch enough in time feels just boring.
Difficulty is also fine and scales well through easy to hard.
Main issue is the preset time where enemys approach. You cant just beat the enemy with a good controling strategy or with a good use of the souroundings (using chokepoints). Because they will overwhelm you if you take too long killing them.
This makes DPS the primary strategy and realy limits you in your tactics.
If someone comes up with a good tanking, or kiting, or slowing or controling or whatever strategy it shouldnt be punished cause they lack DPS.
Also right now meele feels punished cause you need to run to enemys and start swinging. While ranged chars basicaly do permanent-DPS.
The lack of actualy blocking or parry makes meele and Ranged only a tradeoff between ARMOR and DPS.
And because of the Wave mechanic the DPS wins over Armor right now.
If you can get meele chars a sort of block or parry, the extrem advantage of ranged chars would be less impactfull.
In fact a party of only meele (not possible right now) would be torn apart cause they would lack DPS.
This is the best take on a tactical RPG since Pillars of eternaty (wich is basicaly best since Baldurs Gate).
Towers feels also better than Tyranny in my opinion. You got some serious Potential there. And i encourage everyone to try it out. For that price its realy awesome!
Thanks for the positive feedback. We designed this combat from a scratch.
You were playing on which difficulty?
The point is just that every fight is the same strat and it works.... camp at enemy spawnpoints and kill them instantly by mass dps when they appear.
I tried alot of other tactics but this so over-effectiv that it get abit boring.
Suggestion: Make monsters stronger and more durable. Then reduce numbers.
Right now many die in 2 hits..... with dwarfs fireball i sometimes one-hit-kill 3 enemys at once......
But nontheless game fun and i dont regret buying it. Making a good review too
you can also craft items and enchant them in your blacksmith
We also plan to have a transmute option - converting green to blue to purple - at a ratio (1:3). We did not plan to put it in EA content levels (this is advanced technology), but we need to find a way for the player to use them - so we will add a place where you can do just that, with a steeper ratio penalty (e.g 1:5)
Would be nice to have several uses for crystals so you have to consider and decide. That way every loot would be useful and motivating.
Something nice would be 1 time buffs bevore a battle that costs crystals.
Or make reskilling of you attributes possible for a steep crystal cost.
Since Leveling is mostly through gold it would not be a good idea to sell them. Would impact balance too much.
but now decending to lvl 5 and it becomes obvious that 6 skills for each char is suffuciant to beat the game as those skills provide everything you need (need mostly DPS at the moment....). But its boring... :(
Also most of the skills are the same.... damage in 4 different elements. Some are realy cool like the wall or totems or cleave..... but most are basicaly the same. Its not that this makes the game bad but it prevents from beeing outstanding.
And make Enchant slot 25% to appear on gear regardless on rarity
Glad I read this post. I am playing on normal and I find the combat super hard just after getting the druid in my party. The orc shaman battle destroyed me 3 times before I rage quit. When I stop raging, I will try the camping strategy. Even if it is cheap.