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Highly agree with the more stages suggestion too. It's not bad as it is, but having 1 or 2 more mini campaigns would be great. Endless mode would be appreciated too. Don't know how to feel about adding enviromental occurences or towers enemies can occupy. It feels like it might be more of a nuisance than anything. Excellent suggestions regardless, here's hoping the devs see them!
My one feedback is that the number of levels is sufficient if they were to scale with the level of the hero. As it is right now, the levels don't scale, so you are left with a handful of levels that are any sort of challenge with a level 10 hero.
KR: Origins is particularly bad with this. I don't even waste my time on any of the pre-elevated levels and one of the elevated levels (the 2nd one), makes you let all the enemy through instead of utilizing the 2 separated areas unless you have a hero that can teleport.
One thing you didn't mention is a mod where people could create their own set of waves - and the community could utilize the level layouts that have been created, but allow us to create our own content by creating waves of enemies that we could share with others in the community.
I hated Frontiers boss and I also hate Origins boss (she can also destroy towers) because the fight becomes "fill the stage with worthless level 1 archers for the boss to destroy". That's boring.
This would kinda fit the lore of the game, as different factions join your cause... for a price.
Very good point!
Ah, that would be the dream, wouldn't it? I would love to see this as well, but seeing how Ironhide had some difficulties bringing Origins to Steam over the last year, I wouldn't be surprised if it just didn't calculate for them time and money-wise to develop a community-driven stage builder like that.
Again, don't get me wrong, I'd love to see that, but realistically speaking I'd leave that for the 2nd or 3rd next game in the franchise. I believe a much better choice for them, right now at least, would be for KR: Vengeance to simply introduce more replayability in various ways, such as: more stages in general, a new gameplay mode (vel the Endless mode) and even adding some scalability like you've mentioned. These 3 things combined should be more than enough to make Vengeance much more interesting.
I don't expect the devs to change the entire game at this point, but they'd take no harm taking at least some of our ideas into consideration.
Look at it this way - would you like Vengeance, the 4th installment in the series, to have as little overall improvements over Origins as Origins has (and had) over Frontiers? I would be quite disappointed if so little had changed, to be honest.
Also, as for the last boss in Origins (at least for the content we have available now), it doesn't destroy your towers, it only disables it. And you can prevent her from doing that by clicking on her (the spider) as she descends. I'm pretty sure the tower-disabling mechanic has received more of a negative than a positive feedback over the years, which is why you don't see hand/mouse icons over towers flashing now, indicating that you should click rapidly on a tower to un-disable it.
What they did with the spider boss was a very decent compromise in my eyes. She only disables one tower at a time and that's easily preventable. In previous games, bosses could disable like 5 of your towers at a time and you'd lose your figners trying to mash-click them in order to free them - that was annoying indeed.
So kudos to Ironhide for the improvement there.
Something like that, yeah.
The surplus stars bother me a lot, and a third tower upgrade choice might be a solution to this. Perhaps split the tower upgrades into their paths. As it is, there's just the one-size-fits-all upgrade. With two (or a third choice and three) paths, the stars could be invested, i.e. buy an upgrade for Druids specifically instead of Barracks in general.
I'd also like more recruitable units on maps like the yeti or genie. They just make the maps more interesting.
The improvements to Barracks, as others have said, are great, but I feel the artillery tower needs some help as well. It's just too expensive to be relevant, especially if there are only 6 (or 1) waves. Even if they are one of the two available towers they aren't worth the investment most of the time.
My solution?
Something like Blizzard did in Legacy Of The Void campaign for Starcraft 2. The addintional stars you got, you can exchange for more resources at start or something.
1. 3 tower specializations
2. Way more upgrades than stars, so that the upgrade tree can never be full. Multiple paths that branch (google "ac origins abilities") so that you can have abilities and skills that work for YOU and your playstyle
3. Environmental occurences and stage-specific towers. I actually DO like how you only get the tower in that stage, makes them really special to use