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are completely wrecking everything. That AoE fire spell kills entire 13k armies.
There's no counter to them, I've tried every unit.
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.
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...
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.
We've just put out a new update in which the wizard towers were nerfed. Let us know what you think :)
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!
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.