In my playthrough Usually the hero is the one whos guarding the wall Since the update the game became easier though on earlier level but its becomes more fun since I cant spam thegrandmaster slow time # And now I can enjoy it with different character builds Essentialy for me its the best game on appstore until now, I always get this urge ofjust one more wave It would be superb if they add some GC achievement so theres something to do #
It's how you look at your Units AI. I wouldnt want to call Shield Knights/Dwarf Miners retarded for ignoring wall hitters, i might go for "they are smart enough to focus on ranged units." Bottomline, it's who summons what that matters.
Despite the game's flaws, i consider it the best iOS original right beside Implosion right now. Kinda difficult for me to say "best game on the entire appstore" considering we have huge ports like MHFU, KOTOR, Chrono Trigger, Grim Fandango, Bioshock, Transistor, etc.
In terms of iOS originals yeah I'd say it's one of the best. Overall though for me though would probably be Monster hunter freedom unite. I've sunk about 40 or 50 good hours into this game and I'm just about finished except for grinding my units to level 99. 100 hours in MHFU and I'm not even a 1/4 way done lol.
Yeah you're right That's way i delete it from my iphone I lose mylife playing that game when it's out in psp years ago i even bought another psp and another copy of the game to play it with my brother A day would be gone in a flash....
Bug report; iOS v1.03; skill coding error: Cleave Bug report; iOS v1.03; skill coding error: Cleave Tested via: Elf having (max points) level 5 Cleave: "50% chance to cut through armor and defense of an enemy." (max points) level 1 Weakspot: "for each armor point an enemy has, deal +0.5 bonus damage." and also tested with no Cleave skill, as a control I'd previously noticed (and also someone else posted here) that Cleave works as per text to cut enemy defense, but that no apparent armor cutting effect operates. I can now infer a bug in the code empirically from the observed interaction with Weakspot... Memory of Wave 6 provides Skeleton Knights, Bestiary Armor=90, and the boost of ~45 points damage to them over ordinary Skeletons matches expectation. (I'm using AP at 100 to avoid unnecessary misses, and watching carefully to avoid their blocking walk behavior, FYI) Roughly half the time, when Cleave is brought into the mix, the bonus damage does not occur. (My crits are 0% and any other damage complicating factors have been avoided as well) Seems Cleave is setting the working copy of enemy AC to 0, which to-hit calc doesn't see, but the Weakspot damage bonus calc does. My bet is on this as a simple code slip. Diablo 1 & 2 had loads of problems like this for years (see Jarulf et al). Great game!
While you're fixing cleave, please add "melee" to its description, and to other skills that don't work for ranged weapons.
Thanks for the advice, I might revisit sometime in the future. I've actually given up for the moment.
Yes, having a clear indication of the ranged and/or melee effect of a skill would be nice. Perhaps by holding down on the skill in the skill tree, just as we can hold down on an active skill in the casting-menu to see the regular description? FYI, just retested iOS v 1.0.3 for 50% Cleave vs wave 4 Ghouls (defense 40) vs 0-def skeletons, using each of: bow, shortbow, crossbow, repeater, rifle, blunderbuss and the ignore defense of Cleave **does work** ranged (it's just the armor ignore that's bugged, both melee & ranged) that is, roughly half the time one sees the "same" damage vs the ghouls as the skeletons, whereas the damage vs ghoul is lower otherwise
Shortbows don't seem to be at all very practical. It might be okay if you just want something to fool around with, but jack of all trades, master of none. It's generally much more effective to invest into specializing. The best class to take advantage of melee + bow is probably elves since there's a lot of similarity between the builds.
Reading your tests that doesnt seem completly accurate. its a timing mishap. right now it looks like this- Calculate Hit- Calculate Cleave- Calculate Weakspot- Calculate Damage. Cleave does say Ignore armor so it technically shouldnt work with weakspot but i doubt FM intended that so the order /probably/ is meant to be Weakspot-Cleave-Hit-Damage So weakspot and hitchance need to switch timing in the calculation.
Heroes I have been playing H&C2 since it came out and have leveled up my heroes considerably since then. I do not have any use for one of my elven heroes and was wondering if there was anyway to delete/sell him? I don't really want him to take up a hero slot or whatever. Also will Forsaken Media add different skins for the hero? So you can personalize the hero further. They could add skin tones, Facial hair (especially for the dwarves), Hair color, and even a gender option. Having two humans who look exactly alike except with armour is bland. thanks
That's right. Jack of all trades, master of none summarize it all. Half grandmaster, half ranger might get the advantage of that combo. Although, in beta days all ranger's skills requiring a bow only worked with longbows, no shortbows or crossbows. I don't know if that changed or not.
Regardless of gender (which is a good idea to choose between male or female), all customization relies on equipment. Some armours even have a helmet, hiding hair and face, so IMO I don't think we really need that much customization.
By the way, does anybody feel like bubbles in the game hide too much? Bubbles as in Black Holes or Bark Armor barely let me see whats going on behind them. When co-oping, a mage can nullify a ranged partner. Really annoying. Maybe do those bubbles more transparent or smaller.
Ok so I just made an elven hero, and I was wondering which of the three classes is easiest to play. Ranger, Grandmaster, or Druid?