This is reproducible. Anytime you forge a piece of armor with +weapon damage perk, the weapon damage perk becomes completely random, infinitely.
I just put some points into it and it is. DW applies the debuff quite often actually. The game play is insane! Chaining lightning everywhere and then when the mob dies... BOOM! everyone is blasted for more damage! I also tested Regrowth and Treeman Retinue... nether effect your population. Retinue is capped at 12 Treemen. Combined with Regrowth in the first minute or two of endless I have 20+ treemen running around, LOL! its awesome!
How does this work in battle? You don't get a damage buff at all or does it buff any weapon? They're Dryads, not Treemen. Big difference.
I'm not sure. I took a few screen shots and loaded an old save. Asking because quite a few skills in the ranger tree didnt apply to melee, and quite a few skills from gm didnt apply to range. So if this is just anecdotal evidence then I think you should double check. I'm liking that the dmg runes are actually useful now. They use to be severely outclassed by crit/ap of last patch, but I'm finding myself using the damage runes. I'd still like to see the goblin/undead specifics be buffed from 25 to 30 though, to separate themselves from a more generically useful "melee damage".
Can I ask how you're running into stamina issues as a high level elf? Not having stamina issues is a big advantage to elves from my experience. You get a 50% chance to dash for free, and you have the highest base stamina and sta regen in the game. You also don't need armor on elves, so you can look for armors with high mobility. That means you can have up to 38 STA/s regen. With free dashing half the time :/ Have you tried higher stamina weapons? I assumed you maxed the 50% dash skill right? I can see how running everywhere would be a problem, but dashing is ideal to close the distance. Also, all the magic weapon skins are back in! No more black circle staves.
I have decided not to upgrade to this version. For the sake of balancing heightened sense and other game breaking skills, unfortunately, the developer has broken many long-lasting skills and as a result broke the game in general. The developer should have just increased the mana cost and/or shortened the duration of game-breaking skill like heightened sense, which was implemented. But to stop mana regeneration all together? I am ok with nerf and balancing, but to make many long-lasting skills unplayable and obsolete because there is no mana regeneration is game breaking in itself. It makes choosing/playing this skill stupid in the first place. Who would use such skills anymore? The game is tough for new player to begin with, now it is tougher. If I had not known the developer better (I have bought almost all the games and played H&C1 to death) I might even suspect that the developer is trying too hard to sell IAP. Of course I know this is not the case with this developer who constantly adds contents for free but the effect is the same. I have high level characters and I know many of you have, but what about the newer players? How are they going to even clear the first 30 campaign waves without buying lots of IAP?
Can you get some screenshots? I'd like to see those. Did magic bows get proper textures as well? Also, how does multiplayer work across different versions? I thought I wouldn't be able to play at all, but apparently I still can. Can I only play against people who also have the old version?
Like everything in this update, especially the mana regen change. It forces one to be strategic instead of just spamming abilities left and right. Enjoyed the challenges and new enemies in the new waves too. It's officially a 5 star game in my book . Can we get new GC leaderboards for this version? It would be fun to see how far players can go with the added challenges.
Yes, I did take the dash talent, however it doesn't always work... You can actually cover more ground per stamina by running, but dashing is quicker. Both use stamina, but stamina doesn't regenerate while attacking, so if you are constantly hopping around doing melee damage the stamina consumption is quite high when using two handed weapons you consistently find yourself out of stamina and swinging for almost no damage at all. I find that I don't have to worry about high stamina mobs like siege trolls because of Omega Cut. Omega Cut hits for 80% of the mobs HP in one hit, so they will have 2800hp left after 1 hit. With dual wield procs I can burn through that like nothing. I have found, from my experience, that having a massive 2h doing 2k+ crits and whatnot to simply be overkill in all cases. If I ran a build like that, it would work, just not as well. I find that getting more chain lightning procs will kill so many things around me that it just saves time and extra stamina. Plus, with running dual daggers I can focus on more armor and less HP to maximize the effectiveness of vampirism procs since I don't actually need any more stamina regen. Im not saying 2h weapons are not viable, just that for an Elf daggers capitalize more on Warlock Blast, Rending Blow, and Nature's Touch two of which are 35+ talents that also just got massive buffs in this update. Also, with Nature's Touch being only 15% you would rarely see it ever happen when using a slow hard hitting 2h weapon. Besides, if you wanted to do a 2h build with an elf, you would be better off going with a staff, as they have more talents that actually benefit you. Scythes and Spears currently don't have any talents associated with them so other than the fact that they give you a very slight increase in attack distance can't really keep up with the rest of the weapon types once you specialize. I would imagine that when they add a few more classes to the game they will implement talents associated with those weapon types, but for now they are just kinda meh....
this most certainly isn't an IAP trap. you can beat pretty much everything with minimal/no hero involvement if you pick the right units and upgrade them well. this was basically a nerf to hero skills, and they've said they'll adjust again in the future if the mana thing is too much. personally, i'm ok with it, but for the wrong reasons. i prefer to spend as little time as possible in clunky menus, so i'd rather the game move away from buff-spells and more towards using abilities sparingly. i never used things like juggernaut or heightened senses and cleared the first 30 waves with no issues. i couldn't be bothered with keeping up dwarf buffs for regular play. this isn't game-breaking, just game-altering. if it's over-nerfed, they'll address it after we've had some time to adjust to the new meta.
They reduced the cost of duration based abilities to offset the regen. The skills themselves were overpowered before, now they just require more situational awareness instead of just chain casting it every time. Most of the response to the regen change was just a knee-jerk reaction. With an insignificant amount of effort you can simply adapt to the new style. The game isn't just about your character, but your army units as well. You need to use the right units at the right time to be effective. Also, with the buff to rares and epics in this patch, legendaries are less of a necessity, thus DECREASING the need to do IAP. They actually did the player base a huge favor. Plus, with the change of most low level talents from multiplicative values to FIXED values they decreased the need to have overpowered super rare weapons and made the lower level experience actually better. I have Legendary weapons, but in several cases have opted to downgrade to epics of different types because the mechanics of the weapon play a larger roll than the simple values on the weapons.
Dashing being quicker (instantaneous basically) is a huge advantage. You cannot regen stamina while running. You CAN regen stamina while walking. I think therein lies our differences. By dashing/walking, all of stamina use can be concentrated on weapon attacks, while having equal if not better mobility than running. Even without dashing everywhere, stamina on elves are just so damn high. Going 15 attacks in a row without any downtime is rather... well it's never happened before. It literally takes a split second to regen back to full. Stamina not regening during attacks is an also issue if you're running everywhere Also, one hand axes are 11 damage 40% crit for 8 stamina. I suppose 40% crit vs 40% attack speed is more comparable due to the way procs work, but you still have to remember each each you crit you do 350% EXTRA damage. Attack speed is more of a constant 40%. 50% chance to do 350% extra works out to 175% per attack average, compared to 40%. Sure you can make up the difference a bit with crit runes, but raw DPS isn't close. Does omega cut work on mobs? I believe it's for one enemy. And i hope you're comparing dual wielding daggers to dual wielding "other stuff". The main attribute I'm looking at is aspd. You're still procing chain lightning and vampirism all the same. You certainly get more, and the actual difference is much less than 40% due to the cooldowns between the combo. I've been running +8 atk 40% aspd daggers, maybe you've found something better These are definitely good for small mobs though, rending blow is great stuff. What are the talents you refer to? Weapon attributes? I can't find a use for staffs for any of the classes actually... I do hope they get buffed. Scythes and axes are the two weapons with highest crits, during which elves do 4.5x damage. I'm not doubting that aspd is better than I'd initially thought, since I didn't read through all the changes. But having played with it, I still it can still use a few buffs to put it more comparable to DPS. Or having it as an optional perk available through armors/runes would be great! But of course, this is all negligible compared to the mana complaints people are putting out. Out of curiosity, how many active abilities do you have skilled on each of your heroes? EDIT: At the risk of this turning into a pissing contest. If you've found yourself a good 2 hander with high crit mods and ~15-20 stamina, try it. IF you legitimately find yourself running out of stamina, then alright. FM made a great balance change for a different kind of playstyle.
This. Also, after you unlock Elven Hunters, which you do pretty early on, and get just 2 point into Elven Arrows, you can clear the whole game all the way to 35 with 4 unit types. 2 Greybeards, 2 or 3 Captains, Basic Archers, and Elven Hunters. Pop Elven Arrows and watch everything MELT. The rate of fire is so high that even 'immune' mobs that only take 1 damage per hit will die super fast because of the sheer volume of arrows going around. Last patch I literally just stayed in the keep, set all 4 units to auto hire, and then occasionally cast Elven Arrows. I got bored after 3 hours of mostly afk endless mode and just surrendered, lol! So, no, this game is not impossible to play, or even hard if you actually take the time to learn how your class and weapons work.
I don't mind nerfing and balancing. But what bothers me a lot is there are many skills in the skill tree that I don't want to get and use anymore. In this game, a hero gained very little in levelling up and the main differences are the skills. Part of the fun of a game like H&C is the motivation to level up and try/use new skills. I have 3 level 70 characters, after I upgraded the game and checked their skill details, I felt that with the new parameters I wouldn't even pick the same skills in the first place. Problem is most of the skills are rather ineffective now and this means there is less motivation to try to level up. I knew all along that mana regeneration is going to stop during an active skill and was fine with it. But then I also discovered almost all the worthy skills were nerfed somewhat with less damage addition/multiplier, shortened or caused more mana. I deleted the upgraded version from my iPAD and restored the old version from my PC.
First, I want to say thank you for the reply. Help me understand here. I know you guys are dealing with a lot of math here, even math that we the players are unable to see. You said Bark Armor cost 65, and then you followed that by saying it cost 10 mana up front and 55 over time. I'm not seeing that. It shows that it cost 40 mana up front and then 55 over time for duration loss. That appears to be 95 mana total. Am I missing something? Same thing goes for heightened senses. Previously it cost 40 up front if I remember correctly, lasted 30 seconds and mana regen was enabled. Now it cost 50 up front, lasts 17 seconds and there is no mana regeneration. I dont understand how the overall mana cost is less? Do you have an update that I don't have because I downloaded the newest one in the app store.
So... you haven't even played the new update and are claiming abilities are obsolete? In reality, this new system is almost exactly the same as the old one overall, with each being better and worse in different scenarios, but still overall roughly the same. Ex: old version: you have 50 mana. You cast a duration ability for 50 mana. You cannot use a 20 mana ability for another 20s of regen. Total time for 2 abilities cast: 20s new version: you have 50 mana. You cast a 20s duration spell for 30 mana (total mana cost = 50, same as above example). Only now, you can now immediately cast a second 20 mana ability right away if you want. Total time for 2 abilities cast: 1s As you can see, in plenty of instances if you manage your mana, the new mana system can actually be quite advantageous when taking into account the fact that most duration abilities have had their initial cost greatly reduced. In fact, it even opens up the door to be able to stack multiple duration abilities, something that was much more rare before, much less impossible for low and mid tier players. ------------------- As for claims that this has anything to do with IAP, thats the furthest thing from the truth. In fact, we've made weapons better, buffing them across the board. We've also greatly increased the chance to find better equipment, which if anything reduces the need to buy IAP. Furthermore, the static damage buffs in fact do nothing but help lower and mid level players, so that theory is also not true.
All I wish is we got free respect for our characters with the ability changes, my respecs cost soooo much. -_-
I have 3 level 70 characters, after I upgraded the game and checked their skill details, I felt that with the new parameters I wouldn't even pick the same skills in the first place. Problem is most of the skills are rather ineffective now and this means there is less motivation to try to level up. I knew all along that mana regeneration is going to stop during an active skill and was fine with it. But then I also discovered almost all the worthy skills were nerfed somewhat with less damage addition/multiplier, shortened or caused more mana. The weapons are better? Seriously? I have about 30 legendary weapons and countless epic/rare and I don't think they are better. To give you an example. I have a Legendary Rifle of XXXX. Initially it was dmg 102 AP 25 and it stated Slow weapon speed. After the upgrade, the dmg was 85 and slow weapon speed was gone and I thought it was an upgrade. When I played my Engineer the firing speed was exactly the same as before the upgrade. The slow weapon speed was gone but the firing rate was the same. Don't get me wrong. I know you guys long enough to know that this was not intended to be an IAP thing. But seriously once there is no mana regeneration, most of the skills that last 30 second or longer is silly to even contemplate using. I deleted the upgraded version from my iPAD and restored the old version from my PC
Hm, 2 multiplayer games so far (Endless): 1. Out of sync 2. Connection timed out Thought this was fixed