Upgrade your troops! I had one early level, too, where I used recommended troops but the battle wouldn't stop. Then I realized I should spend some (not many!) crystals on troops and the difference in battle was huge.
I've tried that and got the same results, my recommended troops are all level 3 Edit: nevemind I tried a different tactic and beat it rather easily
Most armors i crafted that came with capes are epics. Just gotta keep crafting. My knight has over 400 hp at lv51 coz of the pally skills including the cape hp bonus
Oh, and the game crashed on me for the first tiem, while hitting over 1.5 hours in endless, it finally just gave up. LOL
The first level of Cape HP bonus is good. It's 15%. But the next level is only +5%, which is less than 20 HP at level 50, so it's worse than the Tier 1 skill Stalwart which gives +20 HP per level.
+1 on this. Maybe we should run a poll or something, it seems everyone BUT our dear FM wants cooldowns Anyway, the way the game is designed with that menu for the skills would force us to open that menu in order to check cooldowns, which would feel unconfortable also.
Actually, FM posed a rather good argument: I guess we'll just have to wait and see how it turns out. I'll reserve my judgement until then.
Cooldowns seem to be implemented for some skills. I frequently check the menu to know when Arcane Magic (Tier 1 Human Mage) is available again, and there I see the icon turn red for a short time, during which you can't use the skill. Icons also have progress indicators. If those icons apperead in the say upper right corner of the battle screen for informational purposes while the skill is active and cooling down, we wouldn't have to check the menu anymore.
In my opinion that's actually good, because an army that's invincible all the time is quite unbalanced. It's not like the CPU controlled units would realize they have to go after your hero instead of invincible bubbles. So let's give them a break (a cooldown) and a chance to strike back. Also, what's with those enemies (forgot the name) that steal your mana when they hit the hero? When there's a 60 seconds ability active and suddenly your mana gets stolen, there's not much room left for any mana bank planning.
So it prevents the pause-skill-pause-skill-pause-skill-pause-skill-pause-skill-pause-skill kind of thing.
So why exactly does the Gray beards have what appear to be blunderbusses if they're melee units? Anyway I've been crafting some things and I've made a rare human shield that is worse than my uncommon elf shield in every way XD why assign shields to a race if they are supported by all races? I think it should be the same as armor, but that's just my opinion. That funny bug where there is two attacks on my castle is still happening, but it doesn't appear to cause any harm since the second invasion doesn't actually happen. It's pretty confusing though as I don't know which one is the real attack sometimes haha I finally crafted an epic bow with 55 AP, but it doesn't deal magic damage :'( I'm thinking of making a pure build, what should I go for? I already have a knight, ranger and berserker
Grandmaster cleave skill I noticed my grandmaster can deal damage to wraith at times even though there was a warning stating a wraith can only be harmed by magical attack. Is this due to the CLEAVE skill which is "% of cutting through armor and defence of mobs" ?
What are the best stats to focus on with your equipment? With weapons I've noticed you won't get far on high damage, you also need high AP. Anyone else notice this? With armor I was at first focusing on high HP but now I have very high ARM (98) and I'm literally immune to most attacks. Some attacks get through and I'm still confused by that. I'm guessing it's magic that's getting me at this point. I'm focusing on the a Knight class and I'm struggling with producing magic attacks. Any tips? And yeah, I get "weak" epic items in contrast to "better" rare stuff. I also don't have any legendary items and I'm wondering if they are just not available at the blacksmith or I need to be further in the game to get them.
The fun of RPG is choice in how you build your character. You've just given a massive nerf to the supportive/boost type characters, in many cases punishing them for putting more points into their skills, while encouraging the "run in the enemies face/permastun" builds. For those players whose heroes of choice were supportive, you've killed fun. Then you should have balanced it and released it as intended. Failing in that, making a change to abilities proven overpowered, rather than overhauling an entire mechanic, seems prudent. Here's advice for your next patch. http://www.sirlin.net/ptw-book/what-should-be-banned Mage multiclassing becomes "more interesting"? My suspicion is that all humans are going to dip a point or two into Arcane Magic and a point into Divine Intervention, which will be a huge boost to the parsimonious mana regeneration while letting them heal back the damage they do, then proceed upon their merry way doing essentially what they were doing before. Non humans get screwed. Again, choice = fun. Some of the duration abilities reward building up an army first, while most of the instants, with AOE damage or stun, provide early defense so that you can focus on your economy and then help you push the enemy wall by yourself. I thought that was intentional. Fortify is super powerful in every situation, which is why I reported it ten+ pages back, before the nerf; once you have it at level 4 you can't lose, you just have to figure out how to destroy the opposing castle. Turret also has a duration, however turrets were super weak in any case (30 damage at slow fire rate and targetable by enemies? Pfft. Balanced how against, say, Black Hole?) and now are unusably bad, which is sad for a max 4 power. However, instant use abilities give you much more control over what the enemies do. If your hero is going to make himself invulnerable for 10 seconds or stun a radius for 10 seconds, which one is better? Depends. If your wall or catapult is getting torn down and you need time to spawn an Ice Mage or a Repairman, stun is better as it disables your enemy. If you're trying to push the enemy wall, invulnerability is better. Assuming that's linear, Druids can spend 10 points to be able to cast an additional ability once, and then, assuming they're casting abilities when they can, get no benefit from those 10(!!!) points the whole rest of the battle because their regen rate is the same as it ever was. That's not fun design. I haven't played every class to know what will be underpowered. My assumption is that everything non-human will be underpowered and humans get a "feat tax." Neither of which is fun for the player. Cooldowns without any mana at all (GW2 style), I agree with you - you cycle your abilities. If they're balanced so that they scale well AND there are also good passives to balance against them, it's not a problem that you cycle them and spend your limited choices on abilities to cycle v permanent boosts. Mana, without the system you added, already makes you think about your entire bank of abilities and which one to use when. The system you added makes players who want to play their characters as army support wait longer before doing something cool again, and, again, will frequently punish players for maxing out a support skill. Your should not punish a player for investing more in an ability. Opportunist cost, sure, but not "now you're less flexible."
i use the magic imbue research when i see magic units but rarely do i pick it since i will just spam out elf warriors since i rather save the research slot for something else. also i spent 5 bucks for crystals and just started using them all for the blacksmith. i got like 3 legendary (shield/armor), 7 epics, almost 20 rare, rest uncommon and common. i'm not sure if that's a good hit as i haven't tried another 5 bucks. the epic/rare is really just okay. like what i expect is that i'll IMPROVE the AR + THE HP, but usually i get an epic that adds one a lot but removes the other, but sometimes there are perks too. i don't know the science behind that i'm sorry. i'm just sharing my experiences.
Why does my game keep freezing. I'm just in the middle of a battle and then it freezes. It's one of the smaller battles and there's barely any lag but it still freezes so I have to quit the game and restart. Forsaken, please fix this issue. I need to play my game!