Circle Empires

Circle Empires

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wizard lol ?
5 wizards on the field totally crush anything u have. Pls tone it down...
(it says power 1200, but it's really power 3.000.000. )

Other then that great experience so far.

I'm playing on hard, third monster, 12 wizards in a circle.. = gg. Better try again for better rng.
Last edited by Commander Tom; Sep 17, 2018 @ 7:15am
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Showing 1-15 of 31 comments
Maximum Rush Sep 17, 2018 @ 2:56pm 
3 wizards spawning per wizard tower is overkill. Remember that they are free resources, anything for free has to be finely controlled. The player has to convert resources, I have had several games now where there were not enough resources to convert to allow me to kill a circle with two wizard towers in it.
yeah wizards are totaly owerpowered .come on fix it
Commander Tom Sep 18, 2018 @ 7:04am 
Originally posted by HuNNkk:
yeah wizards are totaly owerpowered .come on fix it
agreed
LuminousGames  [developer] Sep 19, 2018 @ 1:59am 
Ok, thanks for feedback! Will adjust wizard tower situation.
Commander Tom Sep 19, 2018 @ 7:26am 
thanks for the response !
Xam Huad Sep 20, 2018 @ 9:36am 
I'm glad people acknowledge that wizards (especially purple ones)
are completely wrecking everything. That AoE fire spell kills entire 13k armies.
There's no counter to them, I've tried every unit.
ZeroDivide Sep 22, 2018 @ 7:21pm 
In general.. for a circle you 'cant beat' you may have to conquer the circles next to it. Toss up some flame and Ice towers at the edge of those circles. Split up your army to attack from two sides and make sure you have some high armor knights ready to run in first and take the attacks. The AI tends to attack the nearest unit first.

Meanwhile, you you can burst down the towers that spawn the wizards with your ranged units. You may lose the fight, but you will win the war once they can't respawn.
Last edited by ZeroDivide; Sep 22, 2018 @ 7:22pm
Xam Huad Sep 23, 2018 @ 5:01am 
Originally posted by ZeroDivide:
In general.. for a circle you 'cant beat' you may have to conquer the circles next to it. Toss up some flame and Ice towers at the edge of those circles. Split up your army to attack from two sides and make sure you have some high armor knights ready to run in first and take the attacks. The AI tends to attack the nearest unit first.

Meanwhile, you you can burst down the towers that spawn the wizards with your ranged units. You may lose the fight, but you will win the war once they can't respawn.
Lol what... The enemy faction's base was in a corner with 3 purple mage towers
and a few other buildings. Of course, the mage towers were on the far end of that circle.
Not only that, but at any one time, the circle had around 8+ purple mages in that circle
and a variety of knights and ranged units. Every once a while they would send
a raiding party out with the unit numbers of that circle, which trashes any defenses of
surrounding circles in seconds. Be it 10+ towers and upgraded walls didn't matter.
Nor an army consisting of knights, dragons, archers, horsed archers, ghosts & wizards.
Even with help from other circles, everything just burns at such a pace...
Commander Tom Sep 23, 2018 @ 5:16am 
Originally posted by X4MHD:
Originally posted by ZeroDivide:
everything just burns at such a pace...
agreed, it's too much
Rintaro Sep 23, 2018 @ 8:53am 
AoE needs to be tunned down a lot in general.

There's quite literally no counter to it other than getting your OP AoE, which for the player takes forever.

AoE also makes melee units useless, they'll die before they get to them, espically because of the weird tick damage that stops the unit from moving. If a unit could move when on fire instead of stutter stepping, it might be better.

On impossible, Ive only won with throwing axemen, horse archers, and regular archers. AoE units are to expensive, they might be more manageble if a necromancer circle, mage, or dragon weren't so close to the player starting position.

Nothings more frustrating starting next to a purple/blue mage circle, or having 7 dragons in one circle thats close to your start.
Kodi022 Sep 24, 2018 @ 1:41am 
Very much agree, i can have an army much stronger than a circle with a wizard tower and get completely annihilated
[SP] Daverina Sep 26, 2018 @ 6:24am 
Hi all!

We've just put out a new update in which the wizard towers were nerfed. Let us know what you think :)


Howie17 Oct 6, 2018 @ 11:41am 
I just got this game a few days ago. I found this thread looking for how to counter wizards. They still seem very strong with no early-game counter, so it seems like more nerfing is needed, or perhaps a way to level up spell armor/fire-resist?

I am playing on 'Impossible' difficulty, so I understand it is supposed to be incredibly difficult... however, it feels like skill can't win in every spawn setup, which is disappointing. I expected the game to be balanced in a way where each game is winnable, if you understand counters, economic development, and tactics.

Another alternative nerf would be to create a cooldown on how quickly new units can spawn from towers (or increase it if it already exists). It seems like the second the last unit dies in a circle, 3 more spawn, and with three tier-2 wizards, that feels like 3,000 "strength." Early game when the most you can muster is an army of ~3-5,000 strength, this seems incredibly unbalanced.. that no level of skill could overcome.

I hope this feedback is helpful - keep up the good work! I enjoy the challenge!
Last edited by Howie17; Oct 7, 2018 @ 10:41am
Sixgun Oct 7, 2018 @ 9:39am 
Expecting to win from any spawn, every time, on Impossible seems overly optimistic. Impossible should be, literally, exactly that...
Last edited by Sixgun; Oct 7, 2018 @ 9:40am
Howie17 Oct 7, 2018 @ 10:42am 
able to be won, not expecting to win. Impossible if literal, shouldn't ever be won, and if the case, why play it? As the game plays in its current balancing, it seems only winnable if you have the right spawn / neighbors. If this is intended by the devs, then perhaps they could adjust the RNG, so that only these spawns are created, so the player isn't forced to restart the game, until a winnable spawn is achieved.

I say all this with the underlying assertion that I am new at this, and I may be missing a fundamental mechanic that would provide the necesary counter I need for the game to be winnable in more (or all) spawn locations. This is what led me to this thread. Trying to see if I was missing something about how to play against the wizards.
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