hi! looking for some tips and pointers on seige. 1) what is best way to beat CPU opponent castle? I spam shield knight and pikemen but they don't get the job done. So I need to spam plainsman dwarves? I'm on level 6. 2) what is the use of the iron helm dwarves? How should I be utilizing them?
1) I think Footmen are very important in order to distract the enemy so your Plainsmen can get to the walls! Remember, siege isn't necessarily about killing the enemy units, its about doing anything you can to kill their walls and outpost. Your hero is also key, doing hit and runs, using the Siege Hero research, etc. 2) I'm actually not sure many people do know this, but Iron Helms are designed to be best used to tie up enemies with wide angle attacks (like some of the larger orcs, mummies, etc), which would otherwise chew through Footmen. They have incredibly thick armor - you'll be surprised at their longevity.
thanks! one interesting thing is i found the regular shield knights to be a lot more longer lasting than the iron helms... but then again, they are made to withstand archers, have a big shield, and cost more.
Hmmm, just double checked and Vampirism (should) heal 20hp per hit, and Engineer turrets do 30 damage per hit on level 3. I'm still wondering if people with beta files have certain things messed up or corrupted in their save files. We constantly have to restart our games throughout development as things become incompatible... I'm also wondering if beta players aren't having more sync errors than others as well (though we are still looking into all sync error reports).
Btw, current changlog - hoping to submit ASAP. - Improved walk and run animations - Improved general hit detection, especially when very close to enemies - Fixed several crashes - Fixed a bug with huge amount of Trolls spawning on Wave 30 - Tweaked endless balance to ramp up significantly faster - Various balance and ability tweaks - Versus mode balancing - Heroes with bows can no longer lob arrows over walls and hurt their opponent's keep in PvP - Capped reset skill cost to 30 - Enemies are stronger after completing the game - There will always be at least one attack on your lands after beating the game I think there's a few more little things I forgot to mention, but that's going to be the gist. We can't add anything substantial in this update because we need to get a fix for the most important things out first.
Speaking of Vampirism, I dunno why, but I've been looking at the proc chance for that, and it seems WAY less than 8%... (Only using an uncommon rune for Vampirism testing) Although that may be considering my luck with it proccing, especially when compared to Dwarf Engineer's Advanced Artillery which does proc like it should and also even chainproccing... But it's probably just me. Also, can I state this idea? I know people have said it before, but after a certain wave (Maybe 8-12?), there should be Merchant NPCs in the castle, but I'm stating 3. 1 for low-rarity gear (Common and Uncommon), another for the rarities above (Rare and Epic), and one more called the "Artificer" that sells you Legendary Gear. The prices for each would be as follows: Merchant1: Common: 2 Crystals each; Uncommon: 3 Crystals each. Merchant2: Rare: 5 Crystals Each; Epic: 6 Crystals each Merchant3 (Artificer): 10 Crystals per Legendary I'm fine with the Blacksmith being all RNG, I quite like RNG and the roguelike element into it, but sometimes, you want something specific, ya know? Also, another one would be an Enhancer, which basically is like the Blacksmith in design, but instead, you can 'upgrade' your gear to a higher rarity (and tier) by using your unwanted items. The stats also do not change; they only go up if their rarity upgrades. Aaaand that's it. Just some stupid things, and I doubt you guys would like them, but hey. Just a little something to frost this already gigantic cake, right?
Just wrote a quick passionate email to IGN telling them to review this game... It hasn't been since Block Fortress they took on a Foursaken title, this one deserves it!
I like the merchants idea, I think those higher tiers should be more like 15 and 20ish... A legendary is an Exaclibur type weapon and should have to be a huge and difficult find to get all of the crystals to do it
Not bad ideas, but here's the thing about gear... I know everyone wants epic gear, but the random system works mostly as a natural means to balance the progression while still keeping things interesting and exciting. 10 crystals for a legendary item would be insanely cheap... We want Legendary to be just that: Legendary. We don't want every player to be fully decked out in Legendary stuff... Its supposed to be rare, something to strive for, and its supposed to feel special when you find one. It also ensures that you're likely going to be going back to the blacksmith throughout the course of the game (which btw, isn't for us to make money - its to ensure the player has stuff to do, things to spend their crystals on, and something to progress towards). Hope that makes sense
I only said 10 for the reason to not make it a HUGE grind to get them, but you do have yourself a pretty convincing point there, my friend.
True enough there. The Artificer was mostly just an experiment idea. I also forgot to mention that the Enhancer can't do Epic or Legendary upgrades. He can only do up to Rare. Either way, like I said, it doesn't matter whether or not you guys will do that. I'm still very happy with how the Blacksmith is. Also, I have this question that's been boggling me for a while, but it seems that gear has 'levels' attached to them... Am I just talking out of my arse and thinking that, or is gear actually tied to game/hero level progress?
Honestly, I haven't tried Vampirism in the final game. In beta it was 1hp per hit, I'm glad that has changed. I will double check Engineer turrets to see if something is messed up with the beta files.
Another thing about gear: will there be a way for us to get rid of starting equipment, if only to declutter our inventory ever so slightly?