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In fact, Slavemaster morale-based team can extremely reliably get through year 1 (and year 1 champs are all a joke against concentrated morale attacks), yet in year 2 on the game can screw you up very fast with some RNG. And typically you can't back out of morale damage a good way into year 2 at least - there's simply not enough gold to train team B and get alternative traps.
A lot the result can depend on randomness (what traps you get and what monsters you get to combine them with, and then what heroes you get, what artifacts you get, etc.).
But I disagree about monsters: if you upgrade them, they can withstand more damage and deal more damage (and get more abilities), which makes beating even legendary heroes much easier.
I will agree that the first room monsters are sort of high-initative throwaways, considering that you:
1) May not be able to place a trap in the first run - if the first room is arbitrarily designated the Monster Room 1 - in order to weaken the heroes' resistances (nevermind that you do need to have access to a specific trap in the first place).
2) Don't have access to Dungeon Master's spell to either deal damage, lower morale or boost your minions (depending on heroes' composition) before Monster Room 1.
3) By the time heroes do reach Monster Room 2 they are usually fairly well weakened (unless you were really out of luck due to a combination of factors and they literally swept the first Monster Room).
Because:
* Heroes won't use abilities other then evading the first trap.
* This prevents them from cleansing demoralising stacks.
* Even demoralising immunity is nothing against the slams of fear with increases to its effect.
1st play through:
Lost.
2nd Play through:
Switching midway to fear, things got so much easier. While i had a lot stronger combinations for monster that held very well, its nothing compared to fear.
3rd play through:
My whole focus on anything to deal morale blows to heroes. I upgraded a few monsters for assistance, but only ones that dealt fear (until i was done with my traps).. Eventually i just stopped using them, because it was better to not use any monsters.It was a EASY game.
I have not play Enchantress yet. Slavemaster has some spells and skills for it, but im sure anyone would work well enough. I would imagine that the Enchantress would have her/its own spells to help.
Important things:
* Pick the warm dungeon, not frozen (unless its the only one with best rewards). (because of Goblins dungeon trap).
*The corpse catapult? Trap.
* The trap that lets future traps gain multi use (this thing is OP, for anythhing). Upgraded gives 2 multi used; corpse catapult fires 3 times, works with Enrage trap too (STACKS of enrage!!!).
* Terror is amazing cause it increases effects by 50%, i believe.
* Upgrade artifact that increased fear, duh.
I found it wasn't too difficult to make it to end of year one as Enchantress, but you might as well quit after that since your monsters will be trash and unless you lucked out in finding the right traps, you cannot rely on fear mongering with her at all.
I didnt take a single point of damage on my Slavemaster that run, nor did any champion besides the legendary fighter make it beyond the 2nd group of monsters in the 2nd year. lol.
Just did a bleed run, got screwed on the 2nd year to some bad event RNG, it was pretty powerful but relied on certain monsters being present. The fear based setup i had 3 or 4 full teams i could rotate in at will. didnt even matter lol
One thing i noticed that is amazing is the amount of stacks you can get. Double succubus is freaking crazy, can be.
One of the best things i'm seeing is that...fire/tree element guy that takes the "highest stack" (one) and gives it +2 and deals aoe based on highest stack size. With elemental/fire resist drop clearly increasing it even further. This guy should be in her arsenal, at least skill tree.
Now i want a fire demon dungeon lord.
I don't know much of whats coming. They look set on 3 dungeon lords, but i really want a Lich and demon. I'd love it if the Demon Lord resembled the Pit Lord from Heroes and Might and Magic 5. Also i'd even love a monster to look close to him.
Lich should deal morale.
Demon fire/morale
Enchantress elements, debuffs/buffs, damage over time effects. Skill tree: Ice, Fire, Poison, buffs and debuffs.
Slavemaster needs to be able to power monster and enslave heroes. Maybe turning them into an opposite: Paladin to Dark Knight. Maybe just capture and selling them off would be best.
That Trap Lord clearly should be master of traps, Lure Trap should be unique to her.