Dude screw that I swear I would kill to have an open world rpg from them! Imagine something like Aralon from them
You should never summon a third Bannerman without having ample defenses (count yourself in it). You have to summon the 3rd and 4th strategically rather than force them in early.
Quick question: do summon units count towards the 50 unit cap? If so that's not very appealing since you're sacrificing hero DPS AND unit flexibility just to get out some cheap/free units early. I'd like to try caster/summoner but not worth pursuing if it costs towards cap. I don't need help in the first 3-4 minutes, at which point my army is maxxed and specialized for the map instead of just dryads or something.
I'm sorry, but this game, while very fun, is far too difficult. I've been stuck at the 8th wave and even after sinking $5 into various upgrades, I have now been pitied by the game and given mercs to use. The guys with the hammers are the main problem. How can you counter with a heavy attack if they take away all your stamina? Even using the recommended counters I still get quickly overwhelmed. The pace was very enjoyable at first and now is too stressful for a casual player like me to enjoy. I hope the dev puts my $7 to good use towards future updates!
That's why the first thing I research is 200 command points. When that 80 seconds is up, that allows you to get up a 3rd bannerman and a greybeard.
Holy crap I got to 100 crytals in a day, and I didn't even sell any items or replayed waves. Currently at wave 15. Time to upgrade some stuff.
Okay, most of my builds focus around buffing and support fire, with enough power to solo a skeleton captain in at least 2 minutes. Going by text, stunted mana regeneration seems crippling. I'm worried the value and the strength of hero builds focusing more on support and chaining different skills together are getting close to redundant or inferior to damage-oriented hero builds. I'll have to wait and see how this plays out, but I have a few questions. 1) Are there or will there be runes that increase the rate of mana regeneration or reduce mana consumption? 2) Regarding perma-chains and other mana related imbalances: some options have probably been considered, but have alternatives such as reducing mana regeneration during skill duration and raising skill cooldown times per consecutive cast been considered? Complex examples, but I'm just dumping ideas on the side. Thanks for the work so far, Foursaken.
The downside of the 200 CP research is that it eats a research slot and it's a temporary effect compared to something like Mage boost or elf boost researches among others. The 200 CP gives you an early game power spike, but the boost researches gives you a better late game, especially in endless modes.
I believe it does back when my Elf started out as a druid before deciding he should be a Grandmaster. Each of the dyads i cast uses a unit slot.
200 cp might not be worth it for endless mode, but I have a hard time naming 4 truly invaluable researches. The mage one perhaps, none of the hero ones except magic imbue... I'm not really sure.
Well if ample defences mean your hero is super strong then it's ok lol. I usually summon 4 bannermen first since I slaughter everything else before they get to them.
Hey guys, I just completed wave 30 but I have a couple units and researches still left to unlock. Elf is level 30, dwarf 20 and human 14. I still have yet to unlock greybeard/captain. I was wondering if the rest of the unlocks are from playing endless?
The duration on Stalwart Defense is 40 seconds. So effectively now it costs 55 mana because you can't regen for 40 seconds after casting. How does eliminating mana regen for 40 seconds not also "limit what you can do?" How is not having cool downs not start until an ability ends not a more balanced solution to permaloop abilities than "you can't regen mana for 55 seconds after casting Fortify?" Also, mages have lots of mana regen/reduction/recovery stuff. Druids have, what, a slight mana bonus? What about Engineer or Runesmith? What were they supposed to be? Why does 1 class get to spam abilities and everyone should be defined by passives? It's a terrible, massively overreactive fix. If the class balance anywhere near close before you've thrown it hugely out of whack. $2 isn't worth getting a refund for, but you've killed the fun of the game in one fell swoop.
I don't like this idea of no mana regen during a duration of the spell either... I'd rather see cooldowns. Cooldowns can also be used to balance the game quite easily if there is any specific over-powered spell or spell combination. I'm sure the devs will figure something out. I'd also like to see active skill buttons where they were in H&C 1. Not that it ruins the game now, but I don't like that you have to go to a menu and choose an active skill. It just slows the combat down significantly and almost eliminates a sense of urgency.
Can some HELP!! Im sorry if this has been answered but im really confused!! Why does some of the common or lesser equipment sometimes have better stats then epic or rare!! And a lot of the time the difference is really small?? Am i missing something? And i also have an epic medusa sword with no stats!! Am i looking at this wrong??
Unrelated to what everyone was just recently talking about, has anyone played this much MP? I tried to play with brother and not only can we usually not connect each other (it says connecting and then drops the other person no matter who is the host) but when we can play together it is really laggy despite the connection saying "good". Has anyone had better luck or knows of anything that can be done to improve it? Most likely i'll just have to wait for a patch for it.