The Paladin unit's description says their AI prefers to go after fast moving and high defense enemies. IMHO this is a large measure of their present near uselessness... they charge after a target but their attack frequency is so poor that their slow wind-up & short melee range means that I just chased one around (in wave 18, which is an undead target-rich environment) only to see him whiff much of the time. [not "miss" his to-hit: I mean whiff air!] Even without bumping up Paldin DPS, taking away that long wind-up might help a lot. It's really sadly comical after he's made up his mind and run down an actual target, to then see him just stand there. Maybe prioritizing the AI to target stunned enemies would help? As it is now, even coddled, he doesn't focus on hit/heal/stun/kill, but runs around like a wannabe newb. Still, it's a great game!
The real problem is how early they came. i tapped two bannermen instinctivly and by the time i had 30 CC back there were 5 spiders already. My paladin has blocking time high via shield and retribution but their attacks interrupted retribution, and coming from all directions ignored blocking and i lost my bannermen to fast to get any counter units for the large volume of spiders. if spiders started spawn even 30 seconds later everything would be fine. One of the other times i lost i had upwards of 10 executioners targeting hero. In my experience only 1/3 of them target the hero unagrrevated to put that in perspective. Groups of execs bug the hell out of me, unless you are ranged there is no safe way to target and attack them.
Most of my guys have the mobility to charge an exec and kill it before it can retaliate. The key is to get close, get them to attack, back out of range, then charge back in for the kill. Grandmasters still have time slow, which helps a lot. Elven archers are great for getting stuns too, which make them easy kills.
A single exec is no problem. A staggered group of 3+ execs is a problem. Their range is more than yours (barring ranged weapons and certain 2handers lije scythes) and they start swinging as soon as you enter their range. What happens is you the the one up front but the ones just behind him still smack you. An aoe melee weapon makes it easier but if they are staggered properly and are plentiful you can get seriously screwed over if you try to hit them.
I know what you mean, it's situational but that's part of the game. Have to find ways around it. But yeah, exec groups suck.
Manual sorting of Heroes, Towers, and Equipments. Dear Foursaken Media, Can you give us the option to sort/change the order of heroes, towers, and equipments? I don't want to reset just to have the heroes in this order (Human-Human-Human-Dwarf3x-Elf3x) instead of my (Human-Elf-Dwarf-Emptyx6). It has been bugging me and my OCD ever since. This is a very great game. I hope you at least reply with assurance that it will be added in an update later, so I can keep playing without resetting again and again. Thank you beforehand. And please pardon my english, it's not my first language.
Queue suggestion While we are on the subject of unit queue order, perhaps of just highlighting the box, why not add a small number at the corner to indicate their sequence?
Paladin, mace+Shield, 45 armor Druid/Ranger, Magic Bow, Engineer, Badass repeater, 80 armor Grandmaster, Badass Doublesword, 50 armor Bezerker in training, no good weapons or armor for him yet. i tend to evenly rotate my heroes.
A few ways to boost the paladin unit may need their attack animation sped up/a major attack boost/ or reduced cost and population usage/ or give them a buff via research like including them in "the elite research" since the general consensus on the unit is its very bad when compared to other magic wielding alternatives. Kudos on making a great game btw. I've played several of your guy's games but heroes and castles was by far my favorite so I'm glad too see it get a sequel. On an unrelated note I have a faint suspicion high level dwarfs are crazy op on versus or perhaps I'm just some kind of super noob. Anyways I was wondering if anybody had any enlightenment on how to counter this particular strategy I play a level 50+ mage with a 1300+ rating and I've been having trouble countering invincible wall + mass sniper dwarf. To put the story in context I've faced this strategy several times a common occurrence against this particular dwarf player. I kill all his banner man and anything that dares leave the wall, I have a maxed out army of eleven hunters, eleven snipers, and captains, and in right next to the side of their wall spamming the mage slow time ability so a big portion of his units are slowed. I proceed to watch him hide in his base and spam invincible wall as he builds up his meager resources until finally he runs out of stall time. Then he builds several sniper dwarfs and I proceed to watch them despite bring slowed destroy my resource reserves by blowing up my captains, dreadnoughts, assassins and cavalry to kingdom come, proceeding to kill any elf that dares to raise his head further that 1mm off the ground, and in general eviscerate any unit I try throwing at him. I then see these horrors rip apart my walls as if they were made of gingerbread and kill my banner faster than I can say "gg". I was under the impression eleven hunters could counter these monstrosities but all they seem good for in the face of these beasts is being fertilizer for their new Dwarven overlords. In a way it's probably a realistic occurrence of what would happen if you arm people with snipers in a swords and magic fantasy world. If having a larger army, superior resources, and the ability to slow a large portion of their army does not stop these creatures of darkness what does?
There's your problem - spiders in groups (1 type of them, the charging ones) and executioners are hero killers. If you try to engage them with your hero, you need a strong hero and/or don't make mistakes. Running is a an option here - it's not like the hero is forced to engage any type of enemy. You already realized that an early 2nd bannermen may not always be the best choice in those outpost missions. With weaker heroes or without command point perks I try to buy only 1 bannerman, and before the 2nd one I have a closer look at the enemy types. You said you use a Paladin. You probably have holy shield then - other than retribution, it would have been an appropriate answer: Bannermen are saved, and even footmen would do for a while to save some more time. What's really annoying is that sometimes, even if you don't lose a battle, multiple outposts get the same counter number. Yesterday I had 3 outposts with 0 days 2 times, losing 4 outposts. It's hard to get those outposts back when the next attacks' days are 0, 1, 2 ... And there were like 10 attacks in line, again some of them had same numbers... Playing single player Endless makes it even worse.
This is good advice. Since I'm only playing iOS v1.0.3 I know Foursaken is still balancing play, but their intent is to challenge and entertain, not frustrate. To me that means, for mass spiders attacking early they expect you to find a reasonable solution. Here's one example... For wave 13 (doing as "memory", so no mercs), the reward challenge is to win without any hero kills of enemies. In my case I created a level one human (no skills) and didn't attack anything, so the challenge limitation is met if I simply survive the masses of spiders and goblins. Because the original poster (understandably "livid" at spider rushes) doesn't like to hide behind walls, I stayed out in the open, helping guide the enemy and my units positionally. My unfair advantage is that all my units and castle stats are maxed out, and I have great gear to choose from... so I downgraded my 4 towers to weenie level 1 Crystal Towers. My hero didn't fight, but two of the spider types have mild Armor Piercing (35 & 15) so I equipped net 95 Armor. My rune was a plain Starting +100 Command Points. No wall forces used (little worry about walls falling, eh?); my ground Forces were: 3x Torch Bearers (start with these before anything! Cheap distraction fodder, easily replaced); I put these on auto-build the whole time 1x Knights 1x Bannerman 1x Dreadnaught (200CP from GR...) 1x Knights 3x Blunderbuss 3x Elven Healers 1x Dwarf Miner 1x Pathfinder 1x Knights General's Rally is the first research, for the needed 200CP boost. After that I researched Mankind's resolve and Dwarven Runes because most of the killing is done by the Knights, the Dreadnaught and the Dwarven miner. The last research doesn't matter. My initial build bursts always queue Bannerman last, so that distraction fodder is out the gate first. If you're an Elf, you can spell summon Dryads to start off. Losing a Bannerman is a huge setback, so Torch Bearers, Dryads and *you* are far better targets to offer up as the only choices for initial enemy AI to pick on. Speaking of which, despite the 95 armor, I'm usually "strafing" side to side, so that incoming enemy missiles and melee charges commonly whiff by. Other than that, I'm de-clumping Elven Healers if needed (don't let them be an AoE spider charge target!) and de-bugging the Dreadnaught (push him nearer units attacking the walls, if he seems inactive due to a pathing error). Staying near the Dreadnaught can be good, as enemies fixating on you usually become Bantha fodder for him. I've run through this build out several times just now, and it handles wave 13 easily, with only an occasional need to duck in the castle for a quick heal (my newbie human only has 150 HP!). If it had a problem I'd probably try to squeeze another Bannerman in after the 200CP makes a Blunderbuss safety zone at the wall.
I fear that PvP may never be balanced. There's so much to do to balance it, it's like a full game on it's own. My first suggestions is to have a much greater distance between castles. Wall units should not be able to reach your bannermen and castle walls (maybe except for elven snipers).
Indeed, and what's more this game is not PvP oriented. Honestly, there are other kind of games better for a versus.
True. I guess that developers have seen that only a small percentage of players actually played PvP in the first game and not much thought was put into that aspect of the game this time around. Unfortunately for me, all I did (after rushing through the campaign) in the first game was PvP and so did many other die hard players. That's why I have nothing to do in this game anymore. It's not interesting leveling up or testing builds if you have no use for utilizing them. I'm still hoping for a PvP remake (that is a remake of the first game's PvP system). Wow, this sentence makes absolutely no sense. There are words and the sentence structure seems to be alright though, so that's something.
I mean, of course, that if someone's looking for a competitive 1vs1 or team vs team kind of game this isn't the best game for that. It is a cool addition, though, for those who like Versus mode. About replayability, it seems that those like Elsa, who exploited the game to the bit (level 29, crystals exploting, etc) are starting to get bored of the game. I love it For the king!
You're talking about versus as if it was some kind of a universal game mode that is same in all games. You sound like: "Oh you don't like H&C2 PvP? Then go on and try Vainglory". You can't make such comparisons. I put well above 150 hours into this game before starting doing exploits, because, well... that's the only thing that was left to do. I now have 3 level 99 heroes and 5k crystals of which I didn't make any use of (even my units are at level 1).
Feeling alluded? FYI, I didn't exploited/abused wave 29 for my heroes. I noticed, back in beta days, that the easiest/fastest way to level up a hero was replaying that wave since it's the last Siege wave. I got few levels that on my first hero only. Edit: It is not me who published the exploits of this game, potentially ruining game experience in the long run. I just sent them to FM. Side note: Do you remember when you asked me for 'tips' (aka Shortcuts/Exploits) for leveling a Dwarf? I just said 'playing and replaying a lot'. I knew about Warrior Blow, which I reported to FM. 10-20 pages later in the forum you published it. Enough said. Yes, I played an untold Endless games
I talked about competitive online gaming. Call it Vainglory, Counter-Strike or Starcraft. There is where Versus goes. Coop/Endless is a different story. I love how my words have hurted Delicious Push them back, Brothers!