Sounds about right from what I've seen (with runes at least). But this is obviously ridiculous. There are just so many weapon types, so you have to hit the right weapon type, it has to be legendary, the weapon needs to buff the right attributes (and have high numbers in those attributes) and it needs to have the right perks if you are on the quest for your perfect weapon. It's pretty much impossible to get. Crafting weapons is a real crystal sink. I'd rather see an option of crafting *the perfect* weapon for 500 (or something like that) crystals where you choose the stats yourself.
I personally wouldnt give the player to make the perfect weapon as they see fit, but as i have suggested before, some "Uniques" with fixed stats that can be obtained through hard-to-complete achievements may be a good substitute. It shouldnt be better than the best legendaries, but should be of the above average Epic quality with some very unique attributes not found in its regular modifier list. For example a 2-Handed Mace with say 30 or so damage and the usual AOE attack and small knockback, but has a 0.5 CP/s would be fantastic coz of the perk. Or maybe a Projectile Staff that has normal attacks that could heal at 5% chance any unit it passes through when attacking. Would be nice to go for those uniques, but still have the late game option of getting high-end legendaries through crafting.
I agree, I don't like the idea of easily being able to buy the perfect weapon. Uniques are a good idea, but making them competitive with high level rares is a better idea than making them the ultimate end game option. RNG is definitely good for replayability reasons! HOWEVER, I definitely want the option to at least choose the type of weapon to craft, or the rarity (although that might not be such a good idea). Weapon type though? Absolutely. It's already built-in for armors. It would totally suck if your elf was crafting human armor over and over, so why not apply reasoning the same to weapons? Also, I'd agree that it doesn't take much effort to find a reasonably good epic, but again, this is assuming you're reloading saves. Shits in the gutter if you're playing completely legit with 300 crystals. Finding a good rare/uncommon isn't worth it considering the difference in rarity between them is quite small. Also, if those are actually the craft rates, I think it's rather imbalanced. Legendaries are 800% rarer than epics, while epics are only 50% rarer than rares? Something like 2%, 5%, 12%, 25%, and 45% is a much more reasonable spread.
Well, it's not like there is a perfect weapon anyway. It would only fit 1 playstyle. I love the idea of this though. Something like hitting level 99 and you get to craft your own weapon. It would even encourage getting 9 characters to 99 just to get that weapon and would give you something definitive to work and look forward to. Hitting the craft button, buying IAP crystals (or reloading the save file) isn't exactly what I'd call replayability.
9999 damage, 99 ap, 99 crit, 0 stamina shortbow with a sword attached to one side and an axe attached to the other. Part of the frustration of this being a $2 game. Expectation is one thing, but at some point it's simply unrealistic. I honestly wished this was a 6.99 or 9.99 title so we could expect more. Alas, $2!
The game being 2$ is not an excuse for the crystal gambling system the devs implemented. I mean c'mon... This mechanic is hurting the hard-core players trying to get the best possible gear. The casual players don't really care what weapon they use since the game is so easy anyway.
I can definitely see this being annoying as an end user, but I can also definitely side with devs on this. 20% of the time is spent making 80% of the project, 80% of the time is spent making 20% of the project (or if you'd like, 90% of the time is spent making 90% of the project, the remaining 10% accounts for the other 90% of development time). At this point we're asking them to spend even more time with this 20%. Hardcoding 1 weapon might seem like a trivial task, but the same effort could literally be spent to add an entirely different feature altogether. Also, just tweaking the drop rates would go a long way to balancing the rng system. 1% is rather ridiculous. "Hey guys there's a 1/100 chance to get something you probably don't want."
I have a level 35 dwarf (beat the main 30 waves with him) and was just wondering if anyone has a fast and easy way to boost this guy. I went with an engineer using a repeater rifle with the highest damage gear and rune I could find, and dipped into the berserker tree for extra damage and into runesmith for extra armor. It takes me 60 seconds to beat wave 29, but it's not really easy and I've been beating wave 21 instead, since it's more brainless and I can pretty much multitask when boosting in that wave. Some skill descriptions aren't helpful, because sometimes "damage to walls" also includes the totem and sometimes it doesn't. Anyone has better strategies?
At higher levels, all 3 races are extremely similar. Humans use sword strike, elves use guillotine (or barrage if you're bow), and dwarves use warrior blow. Basically get some good weapons and have at it. If you find yourself repeatedly failing, the fallback strategy is to go full engineer, get a good cp/unit discount rune, and beat it with 3 catapults + luck. I'd really like the damage to walls/crystals be hardcapped in the future though. I know FM fixed the exploit with killing crystals before the wall, but the wall is still too easy to destroy. I think having a fixed cap of ~150-250 damage per "strike" might be a good idea! Also, if I can ask everyone, what are the best weapons you found of each? I'd like to know the AP/crit/damage range for various weapon types. For science. Seeing how different weapons weigh each attribute would go a long way to developing how the weapon craft system works. Edit: Also, to be more clear, I've been *raving* about hammer blow for a reason. Hammer blow + warrior blow = insane amounts of damage. I've done like 3.5k damage to the WALL. A full spec "perfect" equip knight does about 1.2k
Full berzerker tree is what I've seen. The Berzerk makes Wave 29s brainless since you can very easily get the invincible proc by just standing at the walls.
Also, I'd like to add that runic curse works on walls. Hitting it once with your normal attack means warrior blow is basically guaranteed to hit subsequently.
Yeah... That definitely needs to change. Runic Curse should not affect structures. Doesnt make sense... I mean it does make game-term sense, but that doesnt mean it should.
I've been a berzerker up until level 25, but it didn't seem like a good siege build. I'll try that out though. You don't know how rune magic works though
Yeah, Berzerker doesn't do well in Wave 29 unless you get Berzerk/Bloodlust. Those Snipers hit you so FREAKING often and do so much damage... Same with those Goblin Alchemists. Except that they also pierce all armor, if I can recall right.
I feel like none of that matters if you're one shotting the wall+crystal in one go with my method. Teach this method to a little brother/cousin for more profit. I'm 6 99s in now
Something I'd like added to the game is knowing whether a unit is magic or physical just by plainly seeing it mentioned like their damage and health etc. An example is elfs- the majority of them have magic attacks, but the elf assassin doesn't. I don't even know about the lion guards haha. It's disheartening seeing things wailing on things they can't wail on
UPDATE IS OUT! We barely averted what would have been a MAJOR disaster... lets just say this whole process has been a nightmare - I think this game is cursed Anyway, we worked with Apple and got the update expedited so, give it a go. Make sure everything is working as intended and let me know if you find any issues. Big new PvP addition is the new War Bannerman unit. Both teams start with him, max of 1. While alive, the enemy hero does less damage to your units (does not apply to hero vs hero combat). This should kind of give an extra dynamic and "even the playing field" a bit between high and low level heroes (the damage reduction is actually based on your opponents level, but its not so crazy a reduction that higher level heroes are screwed - should just be better matches I think). We played quite a few PvP games and couldn't find a single sync error, so let me know if you find any - sync errors are always very tricky to track down. Pretty sure this is in the update, but I'll have to double check.