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But it doesn't need great rewards, just keep the balance and make improvements.
For exemple you talk about hero being fast wich is a problem later and the fact that Air build is not very good, well you have a harpy that can boost allies in front of her with a spell, and you can level up your units, so usually fragile units like skeleton archer with level up can have up to 100 speed, if a harpy boost it (harpy got 120 in speed so most of the time she act first) it can go to 120 wich mean they'll attack before most heroes. So a harpy can boost slow units.
Then you have some units that decrease the strength of heroes meaning your slow tanky units will be able to survive a hit if theya re resistance.
So you have a range of fast units and slow units, if you use slow units be sure to make them tank damage they are better at tanking.
The Enchantress thing sounds like a bug wich i have also encountered, so yeah that's annoying.
As for randomness well..... I play XCOM games, where I've missed more 99% chance to hit than shots under 50% chance to hit (so if it's not 100% chance to hit when I see a 99% chance to it I say "Hey look a 99% chance to MISS"
Talents for masters are not weak, they can be situationnal sure but they have their uses, for exemple the slave master gaining buffs when allies dies and he receive damages is pretty good, it just depend of your build and the way you tweaked the game, for exemple if exhaustion = -3 on death then you can decide to fight adventurers and only placing traps, if they reach the Master you'll be happy to have talents and trained it.
To be honest for now the game is kinda easy but that's because they did not add everything yet, so more stuff will be coming.
To have some decent speed you need to spam arpy which is clumky. She is the only one who gives speed adn even with speed the majority of lategame heroes are faster, including upgraded minions that I ofc upgrade to lvl 5 asap.
Even spamming tanky units and doing a stun-weaking build, I have found that the way to tank the most is by spamming demons with healing. For example the spartan or hoplite skeleton could be a good tank if other minion could support him and increase his tankiness, as he is melted by fire which is very common. We currently lack builds in which one or two minions buff another to make a megaunit.
Skeletons builds are bad I think. Even with revive trinket and more skeleton health, they are not tanky or deal enough damage, specially revived skeletons. Similar happens with ents,but those are strong earlygame with talents.
I think i have not said that talents are weak in any way.
The % thing its simple-this game its not XCOM, so I dont see why that comparison its even valid here. 10% to multitrap is, well, 1 is every 3 or 4 figths.
What I have found its that its countered pretty hard by some heroes passives, something which does not happen to damage unless you go monoelement.
*Laughs in Morale build*
https://www.youtube.com/watch?v=OnMLKLtsf5s
https://www.youtube.com/watch?v=cO8fHEbHkGs
But otherwise good points for the rest.
Maybe the enrage would be meaningful if it affected others of that same type in the room.
-Tanks need more beef, especially if they have speed under ~40. They don't do as much damage as high speed minions and don't get enough hp or resists to actually last any longer than the faster minions. Having a faster minions with resists that may hopefully line up always looks to be better.
-Morale looks lackluster. This is just how it looks to me, but the tears don't seem to be as valuable as blood. Blood from what I have seen gets master upgrades, minion upgrade events, and can be used for collectors, as well as alchemy conversions. Tears get master upgrades and alchemy conversions only, so you are missing out on potential upgrades.
yes, there is an epic ("starred") trap you can earn as a reward that will remove hero passive skills for a set number of turns based on how high a level you have gotten the trap.
it does indeed remove the ability of heroes to be immune or remove morale damage, autoheal damage, and that annoying mage ability that scrambles your unit lineup. highly recommended.
there should be more trap types like that, that add/remove skills or something similar.
I agree with the first two paragraphs, and the third one: I played a full morale build to the endgame and I won. I can say: viable with slaver, but boring, of the reasons being the lack of a legendary minion specialized in morale. You just spam the wraith minion that can suicide, and when squishy minions die in 1 tick, the orc that deal a weak AOE fear. Basically more than half of the job is done by traps and demoralizing buff.
I recorded that clip yesterday, (50secs or so)
https://youtu.be/Xh1oHWJDqMI
I think it is one of the best archetypes right now, along with bleeding and nature/poison.
"I played a full morale build to the endgame and I won. I can say: viable with slaver, but boring, of the reasons being the lack of a legendary minion specialized in morale. You just spam the wraith minion that can suicide, and when squishy minions die in 1 tick, the orc that deal a weak AOE fear. Basically more than half of the job is done by traps and demoralizing buff."
Its great build but lacks endgame minions, and so, some versatiliy. Also I would add more only-stress minions, are there are already a lot of only damage minions, but very few morale specific. You end using a lot of minions only spamming 1 attack which is the one that damages morale.
Dark Magus was also pretty damn OP in my last run. Super fast speed, morale ability that also tires enemy heroes. In some cases i would put him in the first room and get 2 or 3 casts off before they cleared the room.
Also pandoras box is OP as all hell. lol. Some of the dungeon layouts i was having the heroes take over 100 morale damage per tick