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Zgłoś problem z tłumaczeniem
Sure, but... if the WoD misses, they dont have the ability to take the big hits and survive like the paladin can.
WoDs do get a nice AoE attack and crit bonus, so sometimes they'll get lucky, but they're slow, erratic, and stupid, so 9 times out 10 the equivalent-level paladin that brought healing potions, a ring of protection and three of her sisters is deflecting more than enough damage to make up for the HP difference and pulverises that rock golem an hour before the WoD even notices the reward flag.
@Dorgath: It is indeed possible to modify dodge/parry mechanics (along with the various spells and decision trees), and I was briefly working on a mod for that exact purpose. I kinda don't want to dig in further until I can rely on the debug functions, though- I don't like working blind.
And that's the rub. They have better offensives and I think a fair bit more HP, but they don't dodge very well and have default low armor.
You see, this why I would like to have both sometimes, because having a couple paladins to "tank" the larger monsters since they arrive first, while a WoD demolishes it with his 6foot long pole-axe which looks suspiciously like a pick-axe.
I frankly don't build Monks until *much* later, really I build just the Dauros temple as a "decoy" for attacking monsters (and recruit Monks so they'll defend their home). Otherwise, it is just Healers and Paladins (and really Healers until I get enough gold for Paladins, which takes a little while with everything else going on).
So back to the Chaos "lack of protection" in general, since Priestesses and Cultists are so "squishy", they just happen to be inferior in general (IMO). Yes, they're good for specialized scenarios like anytime with Dragons, but overall, the Law side shines brighter.
Doesn't matter though, eventually you'll have an armies of them wandering around and it can provide a buffer for the real heroes.
Well, yeah, given enough time, of course you'll win provided you "spam" the map with them. But whereas you can win with just one guild of each of the Law side by itself with really no intervention with sovereign spells, the same cannot be said of the Chaos side.
You can differ all you want but the facts are still the same.
oooooh daaayum! Dropping down the hammer.
There are plenty of mid-level single-player scenarios that either foist one class selection upon you and/or are easy enough that many sub-optimal strategies work perfectly well, and it's entirely natural to grow attached to certain classes based on their personality, theme, background lore or coolness factor. I love cultists for their rambunctious pluck and whimsy, but I know perfectly well that 400 gold of my money is nearly always better spent on other things.
And I will say that while I've tried every Master freestyle permutation with 10000 starting gold and beat them all going the Law route *except* Frozen Wastes and the Wandering monster type of Ice Dragons and Yetis? Something like that... I never did give Chaos a legit try. So it may be possible to beat them going Chaos.
And my statement above about one guild of each of Chaos can't beat a map is without merit or proof, just my belief. But I *will* put down the challenge of a freestyle scenario, no mods, just one guild of each type, and no sovereign intervention via spells, and see how each side does, me for Law, and whoever else (Keego?) for Chaos.
Right now I'm dividing the freestyle settings (on chaos) into three categories :Can be survived with early warriors (W), can be survived with early kypta (K), can't be survived (blank).
I did most of my time with the expert settings, but I tried the advanced settings too, and 2 of them are really hard, easily on par with the expert settings (and the game will still display master with new settlement+expert+advanced+10,000 gold). However the other advanced settings and beginner didn't impress me, I feel like the rest of them can be powered through with all rangers if you wanted.
Enemy Forces
Ravenous (W) or (K)
Wendigo are really annoying, but I found that an all warrior recruit can actually stop them, which is surprising since all warrior recruit doesn't work against "weaker" stuff like goblin champions/werewolves. Krypta either depends on skeleton luck... or 1 guardhouse as distraction to make things so much more consistent. This setting can actually just be done with cultists, which is funny to watch.
Dragon's Nest (K)
It's a little different than dragon's reach because the secondary lairs pump out minotaurs/rust spitters/medusa, which is really annoying when bringing the lairs down, but doesn't really affect the attacks on your buildings, which is left up to krypta.
Sorcerer's Legacy (W)
This is the main "Minotaur rush" setting. The vampires/medusa/oculous mostly stay around the lairs, which is annoying, but not a major problem. This is probbably my favorite setting overall.
Serpent Assault (W) or (K)
Personally I think this is the second easiest expert setting. Gorgons can come in 3s at the most, although 2s are more common. They are kind of single minded so if you place a temple or a warriors guild in the corner properly you can essentially guarantee that they are contained. There is also a dragon's lair, but it isn't flagged to spawn monsters until day 20 or so, by which time the game is well under control.
Winter Behemoths
Goblin Fortress (W) or (K)
Not much to say. It is a little annoying to explore, but the goblins don't do that much.
Dragon's Reach (K)
With multiple dragon's the chance of skeletons dying increases. Generally I recommend not researching potions before the first attack- If the priestess and skeletons are attacking at the same time, they don't need to survive as long as they do on the "one dragon at a time settings".
Wandering Monsters
Vermin Assault (K)
This difficulty of this setting is somewhat random, but it mostly comes from day 2 and day 4, when you first have ratman champions running around. While the melee classes can handle them after leveling up, it's essentially impossible to have new recruits defend their guild at the beginning of the game.
Gorgon Onslaught (W)
Even though this is advanced and Serpent Assault is Expert, this setting is much harder. This is mainly because the gorgons spawn in larger numbers as wandering monsters, and have the AI that makes them attack buildings. Additionally Some excess gorgons that stay in the wild make it really hard to attack lairs due to increasing the chance of fleeing in terror or defending home. I even went back and tried playing lawful and it still took me 55 days
Vampires (W)
This setting can do two things: A: vampires come in groups of 1. B: Vampires come in groups of 3. If the latter happens too early, you will usually never recover. It's really frustrating and random. WoD's (and sometimes rangers) can usually negate this, but early krypta or normal warriors usually ends in disaster.
Shadow Beasts (W)
Day 4 is very scary, but normal warriors (not WoD) stand up very well provided you don't upgrade the palace at this point and recruit 2-3 during the fight (average total of 7 warriors). Rogues or Rangers have a chance to pick 1-2 off. Krypta can help, but not on the early waves, due to gold being tight.
Dragon Raiders (K)
Krypta are made for this, as seen in tomb of the dragon king. It is important to place the temple and marketplace carefully so that the skeletons stay on the edge of your original settlement and properly fence the dragons.
Frozen Wrath
Monstrous Horde (K)
You mostly fight dragons, minotaur, rock golem. The rarer monsters are evil oculous and vampires One of the main problems is that the monsters don't just come from the cardinal directions and the diagonal , but have a chance to spawn behind the palace. It's a very unreliable setting, but Krypta can sometimes clutch it out. The main limiting factors are rock golems and oculous. (1 early vampire can be taken out by the rogues used to get palace for early kypta+and you almost never get 2 early vampires). Gnomes sometimes have to be relied upon to stall by letting enemies attack buildings.
So far I've actually beaten
Ravenous+Vampires 34 days / Dragon's Nest+Dragon Raiders 34 days / Dragon's Nest+Monstrous Horde 41 days / Sorcerer's Legacy+Shadow Beasts 32 days/Sorceror's Legacy+Vermin Assault 33 days / Sorceror's Legacy+Vampires 34 days/ Sorceror's Legacy+Dragon Raiders 37 days / Goblin Fortress+Dragon Raiders 32 days/ Goblin Fortress+Vermin Assault 37 days/ Serpent Assault+Dragon Raiders 44 days / Serpent Assault+ Vampires 34 days / Serpent Assault+Gorgon Onslaught 62 days/ Dragon's Reach+Dragon Raiders 29 days
Future Enemy Forces
I can probably beat Ravenous on everything but dragon raiders and gorgon assault, but it's kind of time consuming. Winter Behemoths might be possible if it only spawns yeti/wendigo and no ice dragons for the first 20 days (above average chance compared to frozen wrath) and you used one of the weaker wandering monster sets.
Future Wandering Monsters
*Remember these notes are for chaos temples only, barbarians/paladins won't have most of these problems
I think I can also beat gorgon assault on sorceror's legacy and goblin stronghold, but I'm really doubtful about the other maps. Vampires should be possible with every combo. I don't think Vermin Assault is possible when combined with dragon nest or dragon reach. Same for Shadow Beasts. Monstrous Horde should be possible on goblin stronghold and dragon's reach. Monstrous Horde on Ravenous and Sorceror's Legacy sounds good on paper, but while those maps are "consistent" they do consume a lot of gold to achieve that consistency, which would no longer be a luxury I can afford with rock golems running around. Frozen Wrath isn't possible on new settlement+10,000 gold, even if you set the other enemy forces to rat scouts.
So far, the only things that are auto-losses in ISOLATION are frozen wrath and winter behemoths.
However, if a combination of setups that require early krptya AND early warriors to survive the initial day 4 attack comes up (mostly mixtures of gorgons/ dragons) then chaos will lose.
I do think that outpost+10,000 gold might expand the number of combinations that chaos can handle over new settlement+10,000, since upgrading the palace is the main obstacle to having the cash needed for a "mixed team" of priestess and warriors early on. With New Settlement, Chaos can only win the W+W combinations and the K+K combinations.
Final note- Krypta can survive some of the W setting (Sorceror's legacy and gorgon onslaught for sure, possibly others) with selective use of wither during the initial attacks. I didn't count that in the chart though.
If the players are really skilled the match could go to day 10 but it is rare although I did play a match once with a player named Arthur who was so equaly skilled as I that we lasted an unherd of 45 days. It was pretty epic. At this point we both had the entire map covered with buildings and after we played for 2 hours straight and reached day 45 we both declared a tie....ah those where the days :)
well my point to all this was I read the posts and seen that multiplayer was mentioned and I can tell you for a fact that the best players in a multiplayer game did not use either paladins nor WoD.