Thank you for looking into that. About weapon attack speed; I haven't looked much into gear stats yet. And was planning to leave this part of the wiki to someone else or at least until I finish other pages. But if you can provide me with information on how stats work (I think you know the most about this) I'd be glad to add it. Or you can add it to the wiki yourself. I can't agree or disagree with you on this as I haven't played the new version yet. All I was saying is that the game desperately needed to be more difficult.
Yup... Not shooting a lot, but im not built for damage. I have the passive stun on close attack, and 50% forceful blow from rune and armor. I have zero armor by the way. Basically just the passive mines, the active wall invulnerability, an all wall team and about 10 repairmen to keep walls healthy while regenerating mana. Tis called strategy, and it wins games. LOL. Here's one wish for the Foursaken team: PLEASE TURN OFF ENGINEER'S PASSIVE MINES WHEN TOO CLOSE OUTSIDE THE WALL AND WHEN INSIDE WALLS UNLESS ENEMIES ARE INSIDE. THANKS! It's a waste mistakenly putting mines inside the wall just coz i was focusing on not getting walls destroyed, keeping an eye on my units, or keeping track of what enemies are outside walls.
I think a major part of the problem is that people are getting most of the way through the campaign with one toon that is lvl 20-30 and then start to try the other races. They feel that the game is too hard trying to do a 18/20 Defense mission with a fresh character without actually replaying 1-30 in the campaign replay mode and reaching the same point. The replay mode doesn't count as a 'day' in game time so there is no world map progression that occurs during this time. Since the release of the latest patch I created a new Elf to test some of the lower level changes and feel. So far my observations for Elves are: If you are wanting to play a Druid I would NOT recommend using staves until you are over level 40 and can get the relevant perks. There are a few talents that just blow my mind! -Right off the bat you want 5/5 Root for the +5 HPS while standing still, this skill give incredible longevity for a new player. -Second is Wind Spirit. You would be surprised how Wind Spirit allows you to pool resources and then purchase the best COUNTER units after a wave spawns. Most units take forever to get into the battle (Spearmen!!!) and with this ability they come blasting out the gates like a race car! -Treeman Retinue/Regrowth are both good spells, however... Both abilities are tied to Dryad summoning. You can only have a maximum of 12 dryads on the field at any time no matter how they are summoned. Treeman Retinue follow you and cost mana, so I don't actually recommend it because it suffers the same drawback as Human's Red Guard had last patch (slow walking speed, always playing catch-up and not dealing damage, only useful when camping and doing ranged damage) and the ability costs mana. for a level 1 ability it is pretty strong, but as soon as you are high enough to get REGROWTH, pull your points and abandon Treeman Retinue. Regrowth doesn't cost any mana at all and has 30% on killing anything to summon them. You can very quickly hit the cap early on in the first wave of most missions with small minions. -Bark Armor. This is the most OVERLOOKED ability ever. At 5/5 this one ability lasts for 55 seconds and gives +95 Armor to you AND your troops! Incase you didn't realize, 95 armor is the cap! No need for finding armor on your gear anymore, now you can focus on more HP and Mobility. This combined with a set of fast 1h weapons and some vampirism you can easily face tank things. My final observation for elves at LOWER LEVEL (Sub 40) is that at level 20 you can get Elven Arrows 4/4. This is by far the strongest ability Elves have. Period. With a few Elven Hunters you can easily clear waves 31+. I do warn you though that if you haven't tried the ability yet, DO NOT use it with 10+ archers, because it will bog down your device pretty bad (Drops my iPhone 6+ to 1FPS or less). But, with 2 Elven Hunters and 2-3 wall Archers (yes, I know I said basic Archers...) with the Longbows Research (+750 Range) there is nothing that you can mow your way through. It is in face SO EFFECTIVE that 2 siege archers in a siege mission can clear the enemy wall, bore through the wall AND the totem in approximately 2 seconds. Even 'immune' mobs get destroyed because they still take a minimum of 1 damage per hit, and 5 archers shoot so fast that hitting an immune mob 500 times to kill it only takes 3 seconds. Don't think that is overpowered yet? Try Fast Shot research, it gets even better... So, when I hear people saying on this forum that this game is impossible, I can't honestly believe that they have even tried ANYTHING new yet.
I have a really under-equipped, under-powered, all-gunner, level 26 dwarf that just got past Wave 33. The game is pretty difficult post update after completing the first 30 waves, but they are quite conquerable with good strategy.
LOL... I love this Master Quack guy. It seems he and i (and im pretty sure just a few others) are the only ones trying new things while most others just complain coz they got too spoiled by OP builds. If anyone can remember, this is how difficult H&C1 was when the additional content was added... The new area was brutal.
I think elven arrows is a known bug at this point... Nor is bark armor a new thing. Overlooked? What?
Yeah i believe it's overlooked. Everyone's busy putting skills into GM or Ranger trees. And he is most definitely not referring to you.
Pretty much. Really enjoying the game with a fresh gunner with suboptimal equips and plowing through the first 30 waves, and finding fresh strategies for the last 5!
I partially agree, but when you rebuild the walls, then the inside-castle mines should disappear one by one when you put mines outside the castle. Because then they're most probably no longer of any use. I suggest this: If all walls are alive (or maybe above a certain percentage), then don't drop Mines inside the castle and remove castle mines one by one when the hard cap is reached. If at least one wall is down (or maybe below a certain percentage), then drop Mines inside the castle. The below-percentage thing would give you some time for tactical placement.
Overwhelmed by enemy waves attacking your land Dear FM, After finishing wave 35 and the last castles, i slowly got overwhelmed by snowballing attacks on my lands. I killed one, 2 pops up. Eventually got like 5-6 attacking the lands of which 2 of them are 0 time. Slowly losing land due to unable to defend 2 attacks at the time. Very frustating. Is this intended?
I sometimes had unfair attacks like that as well, but they weren't constantly multiplying. Not sure if it was just me not paying attention to the day counters though.
One of the things that I have noticed that I hope Foursaken Media will address is the amount of damage a player takes and deals. Primarily, what I would like to see is swapping the effect of Armor and Defense. Right now, in its current form Armor is a passive chance to block an attack. This alone is not a bad mechanic in its self, but, with Weapon Skill providing passive melee block chance and shields providing active block chance they are all very redundant mechanics. With Armor showing up on Shields, Armor, Runes, and most defensive talents it completely removes the need to actively block. Armor in its current form with relatively low HP values leads to incredibly spikey incoming damage. Even the highest geared character can still be two-shot. With Defense it lowers the amount of damage taken on all hits passively, but it is by FAR the rarest stat in the game. Also, it is a flat value and should be changed to a percentile to scale evenly with other stats. With Armor in its current form you will miss a LOT and then eventually one-shot the mob you are attacking or vice-versa. Armor Penetration increases the odds of your ability to negate Armor, but this too leads to spike damage dealing and the need to do very high damage for the occasion you connect with your target. Now, if you swapped the Defense and Armor mechanics this would drastically change things for the better. First, it would smooth out the incoming and outgoing damage leading to far less frustration from constantly getting one or two-shot. This would allow both Weapon Damage and Armor Penetration to increase the outgoing amount of damage you do equally vs. higher armored targets and make character damage and survivability far more progressive as well as observable. Second, it would give health more value. In its current form, unless you have an ungodly amount of health, HP just doesn't matter. You rarely get hit until you take a massive blow and then take forever to regenerate the lost HP. By swapping the mechanics around you would make having lower HP far less punishing as well as increase the relative value of stats like Regeneration and Vampirism without making them overpowered. This would make Elves feel a lot less like they are made of glass and would smooth out the Dwarven Berserker play style as they like to hover around the middle of their HP bar anyways. Third, it would make having a shield mean something more than just extra stats. You could pick up more HP and Passive Damage reduction and then equip a shield to actively Block to further increase survivability to compensate for the loss of offensive stats from a weapon in that hand. Fourth, this change would make talents that give you a passive chance to block multiplicative in relation to time-to-live instead of additive in its current form, since current survivability is purely based on passive blocking. Finally, by swapping the mechanics you would not make any current items worthless and it would actually increase the ability for the developers to tune the Time-To-Live of both players and mobs. I would also make the recommendation that shields should not roll the Armor stat, but, instead have them roll the Defense stat so that they could provide some degree of passive block while allowing the ability to actively Block and to be a little more generous with the additional block duration stat on shields. Since you cannot attack while actively blocking and you can only actively block from the front it would not be unreasonable, especially since people who are using shields want to act and FEEL like a tank. Thanks for your consideration! ~Duck
This happened to me yesterday and I quickly became overwhelmed. The way I recovered was that I noticed that the waves of attacks on your lands are not always one right after the other. when you have attacks in the order of 1,2,3,5,6,6,10 you want to use the gap between days 3 and 5 to do day 6 so that you do not lose that land. When you have a gap in days and there are no double attacks on the same day, that is when you want to use that day to recover a lost land. You also want to wait to do 'Endless' until you have a few days until the next attack because when you do 'Endless' it advances the day counter and will end up queuing up a LOT of attacks on your lands. Hope that helps!
29 is usually the best with a ranger. Wave 15 is also good for lower level heroes. Still haven't beaten Corte with my Ranger xD
If you can replay Scarwood Keep, it's gives more XP than 29. Leveling up an elf has never been easier with the Elven Arrow glitch. You destroy the keep in 2-3 sec and rinse/repeat. Mind you though, don't rely on Elven Arrow as a real strat. It's a glitch. The speed boost might be off by 2 decimal points.
Just did w34 with my lv27 gunner, which got him to lv28. It feels like w34 is actually easier than w31. Going to eat dinner, then prep for w35
After i Updated Heroes and Castle 2 on my Ipod touch 5, it would just crash within a second,when I opened the app. Its so fustrating. I would reinstall it and try again, but I spent too much time and effort just to lose all that progress. So now I can't even get on the game. Is there anyone else experincing this problem I'm having after the update? Any help would be appreciated.
Thank you. Since it seems that the number of attacks you will get after winning is random, sometime i have to reload several times after winning. It would be good to cap the number of attacking waves to say, 2 or 3 at a time maybe.
Hello all, it may sound silly but i can not find how to select different races. Do we get the chance to switch races later on into the game or do we unlock them? There isn't a menu like in the first game where you can pick your class on this one.