Legend of Keepers
Vexov Mar 29, 2020 @ 1:39am
Scare, don't care! :D
Yeah, probably just another "Morale killing is OP" post.

Why use monsters vs all tha cheese speed + power form heroes. Even upgrade they will 1 shot most monster and that is with AOE attacsk (what is this a Activision Blizzard game?, spam aoe and win).

I had a nasty fire demon group going on, but all that gold...

So, stop caring about your monsters.

All i need is to focus on traps that fear. Even immunity to demoralize didn't save them. I just flat out stop using monster, useless junk.


Look forward to the coming updates to bring balance. Perfectly balanced as all things should be. I'll try the that elemental guy next time.
Last edited by Vexov; Mar 29, 2020 @ 1:40am
< >
Showing 1-12 of 12 comments
just.dont.do.it Mar 29, 2020 @ 4:11am 
Morale damage is pretty great when stacked, until you run into a group with demoralize immunity (1 immunity is okay, but you totally can run into all 3 immune - good luck with that), and then you fail sharply.

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.
Last edited by just.dont.do.it; Mar 29, 2020 @ 4:12am
holy-death Mar 29, 2020 @ 6:48am 
Originally posted by just.dont.do.it:
Morale damage is pretty great when stacked, until you run into a group with demoralize immunity (1 immunity is okay, but you totally can run into all 3 immune - good luck with that), and then you fail sharply.
I am playing the demo at the moment and from what I can see everything is the matter of combining damage, so it doesn't really matter that much if damage is done to sanity or to health (at least in the demo).

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).
Vexov Mar 29, 2020 @ 7:49am 
Once you got traps and artifacts then its just better to ignore putting monters down.

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.
Last edited by Vexov; Mar 29, 2020 @ 7:51am
funkmonster7 Mar 29, 2020 @ 8:00am 
Does the morale build work for the Enchantress as well?
Vexov Mar 29, 2020 @ 8:34am 
Originally posted by funkmonster7:
Does the morale build work for the Enchantress as well?

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.
Last edited by Vexov; Mar 29, 2020 @ 8:36am
just.dont.do.it Mar 29, 2020 @ 10:58am 
Originally posted by funkmonster7:
Does the morale build work for the Enchantress as well?
Nope. You don't have any good starting monsters or traps for that, so you won't have the build until at least by the end of year 1. And you probably won't be able to make it anyway as Enchantress is much weaker than Slavemaster and requires upgrading her own build (elemental damage) just to survive fights.
Last edited by just.dont.do.it; Mar 29, 2020 @ 10:59am
Syger Mar 29, 2020 @ 11:09am 
Originally posted by just.dont.do.it:
Originally posted by funkmonster7:
Does the morale build work for the Enchantress as well?
Nope. You don't have any good starting monsters or traps for that, so you won't have the build until at least by the end of year 1. And you probably won't be able to make it anyway as Enchantress is much weaker than Slavemaster and requires upgrading her own build (elemental damage) just to survive fights.

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.
Flavalicious Mar 29, 2020 @ 3:02pm 
I stream rolled my 2nd run using a morale build. Doesnt even matter if the heroes have demoriziation immunity or even the perk that stops DOTs from affection them. With a proper team and the right trap layout you'll still get enough straight on morale damage output to chase off 2 members of the team, leaving the last one alive to get smacked down.

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
Syger Mar 29, 2020 @ 7:36pm 
Speaking of RNG, it is nice to see it is largely absent from actual combat (exept stuns) and saved for the management and hero generation part of the game.
Last edited by Syger; Mar 29, 2020 @ 7:38pm
Vexov Mar 29, 2020 @ 8:38pm 
Ya, enchantress isn't that good for fearing people. She is so weak, it might be better to ignore upgrading her.

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.
Last edited by Vexov; Mar 29, 2020 @ 8:39pm
Syger Mar 30, 2020 @ 4:58am 
Honestly I think the enchantress would have been better served to have weaker traps and higher morale power but who knows what they will tweak
Vexov Mar 30, 2020 @ 6:13am 
Originally posted by Syger:
Honestly I think the enchantress would have been better served to have weaker traps and higher morale power but who knows what they will tweak

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.
Last edited by Vexov; Mar 30, 2020 @ 6:14am
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Mar 29, 2020 @ 1:39am
Posts: 12