To expand on my post a bit further... it does seem to be dwarf specific. My elf with full damage equipment only does 1k CRITS, and that's with +75% bonus crit damage. My normal attacks are about 200. My knight with full damage does about 250-350 per hit. So in terms of damage, dwarves are doing an order of damage more... which quite frankly isn't right. And I still have room to grow whereas the other two classes are pretty much maxed (equipment could be better obv). Any reason you went for AP if you already have -90 armor from a skill?
Having leveled up the classes more, I agree with CobrasMano. Dwarves are, without a shadow of a doubt, the best class in the game. Honestly, I'd like to retract my elf statement altogether. It's very average at everything, lowest damage output, lowest survivability, probably easily the worst PvP class in the game. The big issue is, every single class is basically immune to damage around level 50. I thought elves were bad, but a lot of my damage nullification came from the fact that time was slowed. Dwarves are immune to attacks in REAL TIME. I thought humans were bad because you had active Juggernaut which you could chain (to be changed). But dwarves have that skill too, except instead of JUST being invincible, it doubles as a heal. You can get +100 armor to make you immune to physical attacks, You have a 45% chance to heal from magical damage, so basically 45% evasion vs magic + heal all rolled into one. And let's just say the magic attack went through, well this is further reduced by 30%. And if you're in any sort of threat, having taken 100 damage within 3 seconds, you're literally invincible for the next 10 seconds. Oh, but now you can't heal from magic you say? Don't worry, if you kill anything you have a 25% chance to heal 35 hp. This is more than twice as good as a legendary vampirism mod (20% to heal 20). Still need more? Feral instincts makes you immune to damage for 25 seconds for 60 mana. All damage you would've taken gets reflected instead. At the end of 25 seconds, you will heal 200% of the total amount of damage you would've taken. If you take damage, you get stronger. If you don't take damage, you get stronger. What? What about power leveling? That's covered too. Runic Curse works on walls. Hit the wall once, and you'll never miss again. What if you have crappy equipment? Dwarves are the least item dependent class. You have 2x10 +5 armor skills for +100 armor, but even if that's not enough, you can go engineer build and start with 3 catapults, each with 45% reload chance. ez siege What about for low level players? Fortify makes your wall immune to damage. What about offensively? Dwarves have the most options, bar none. You have the most raw +damage of any class. You have more +% passives than the other two classes combined. You also have more +% actives than the classes combined. Dual wielding 2 hand weapons is gimped in this game by cutting damage in half. Luckily, dwarves can bypass that. Stamina is another stat the game uses to balance powerful weapons. Dwarves have a 50% chance to not use any stamina when attacking. But again, I don't expect the game to be PvM balanced for 99 chars, but dwarves will 1 shot everything in online play.
I actually think that skill is quite OPed for its mana cost once its leveled up to max. The multiplications are added and applied in one lump sum, so 1.65 dual wield damage + the 30% reckless damage = 1.95x damage. Also I believe any bonus stats that are added happens after the multiplication to prevent ridiculous stacking... so it should actually be (34+63 (base + weapon))*1.95 + 65 (perks) + 40 (ferocity), which is about 300 or so damage, which I guess is closer to what you're actually experiencing. It also looks like Dual Wield isn't doing what its supposed to do - was originally supposed to only affect the weapon stats, but its applying on top of the base damage as well, which is giving a nice little inadvertant boost (about 20-30 extra damage more than it should be giving). It is right... Berzerker is supposed to be the highest innately offensive class in the game. Knight is more of a well balanced offensive/defensive class (imo it is also MUCH easier to play Knight then Berzerker). Even as it stands right now, Knight and Berzerker are pretty darn close in damage output, only Knight has a myriad of powerful offensive active abilities as well. For one, this is exactly why we don't try to overreact when people make balance suggestions... funny how in the course of a few days it went from "Elves are OPed" to "Elves are mediocre and Dwarfs are OPed." For one, you're just kind of grab-bagging any and all of Dwarfs abilities. While yes, they can be super armored up for example, you will lose out some Berzerker skills, such as Reckless, and you'll also lose some of that armor right back from Ferocity. So its really not just like "they have the best defense and they have the best offense"... they have arguably the best innate offense OR the best innate defense, but they also probably have the worst offensive and defensive active abilities, are slow as dirt and have low health (Elf has low health but is at least fast), etc. And while Berzerker may have the best raw damage output, he lacks a lot of utility and requires careful use in order to maximize that damage and stay alive. Knight on the other hand is an excellent mix of damage output and defense. Also, you're wrong about a few things... Feral Instincts does not prevent damage, for one. Berzerker is all about taking damage in order to get stronger... about playing within an inch of death in order to mow down his enemies. In fact, that ability probably needs a little buff tbh. And what are you talking about starting with 3 catapults with Engineer? You can start with 1, and thats a T3, 3 skill point ability, so don't go throwing that ability in with the other 2 classes T4 abilities to create some fictional Dwarf character Also, yes... Berzerker is the most offensive minded class in the game. His dps is indeed over the top now due to some numbers that weren't matching up with the abilities. For ex dual wield was supposed to only affect weapon damage, not overall damage.
Btw don't sell all your crappy Legendaries yet - 2nd update does an overhaul of the weapon stat system which should makes the stats better balanced + added some additional info in the descriptions so that people will actually know about what some weapons do For ex, hammers might seem sucky right now, but they actually have an innate ability to stun. Overall there should be a better, more expected balance between the rarities.
Some of you people I commend. I'm loving the game but am like level 15 with only one character haha. Those of you with multiple characters all 99 / game beaten are insane!
Commend is a strong word I've invested what I feel like is a lot of hours into this game and am blown away about every reaching level 99...
It is a strong word! & I do commend their insane dedication to reaching that point. People posting some crazy builds & im over here like o.o lol
Man after trading all this, it seems forsaken, one of my favorite Dev companies, want way big and maybe a little too hard, but in the coming weeks this game will smooth out and be the total epic badasseryness it is meant to be. I'll hit it on this 4s just cuz I love the company, I'll let. Guys know if it plays ok. Waiting for space marshals chapter 3 anyway (hopefully :/)
Yeah it plays well on the 4S on its default settings. Havent tried endless on the 4S though, so that might be a different beast for the 4S's specs.
Don't feel like reading through over 100 pages to see if this has been been brought up before, but I beat wave 30 and now all the other enemy castles seem 10x harder than before level 30 was complete? It's bs because all my towers and units are maxed and I am getting mopped up. Think they should take iPad 3 off of support d devices too, almost unplayable at times.
I find if your playing on an IPad 3, then you need all settings on low and no shadow textures. I have experienced crashes and being ejected out the app but always after a battle. For me it's the controls, don't really get on with these type of touchscreen controls which I'm sure already makes a hard game already harder.
Alright, put in a good 2-3 hours on a 90+ level dwarf against all types of enemies. I think dual wield is fine, the normal hits all matchup. The one thing throwing off all the values is the Hammer Blow skill. This 125% bonus apparently stacks with everything, even criticals and Warrior Blow. This is the cause for 7k crits. This lets me do 2.5k+ damage to castle walls, one shotting the crystal through the wall. Dwarves still deal an obscene amount of damage, but most of that goes to waste as you're one-shotting everything that's not a Siege Troll anyway. A couple of corrections on my opinion of skills after using it: Ferocity - The -20 ARM can't be offset in any way. Is this intentional? That means even with +100 ARM from skills, +65 ARM from armor, you're still stuck at 79 ARM. This makes it quite frustrating lategame since it's the one thing keeping you from being immune. Tradeoff - this skill should be buffed. At best you get 10% damage per level, and it requires you to be at 1 HP. On the contrary, most +% weapon bonuses are a flat 10-15% and don't require you to be at 1 HP. Playing within an inch of death should reward you more than that. Warrior Blow - Incredible, better than Elf's guilotine because it can be stacked with hammer blow for something like 3000% damage. Probably too good due to stacking, one shots castle walls with no weapons. Bloodlust - Misread the skill, its chance to heal after a kill. Vampirism is per attack, so it's still better. However maxing this gives you infinite sustain on the battlefield. Savagery - the duration is way too short to be useful Berzerk - this is ok, but not as strong as I had thought. Feral instincts - like you mentioned, this actually needs a buff. There's no reason to use this skill, and it's crazy expensive. Runesmith is interesting though: Maxing rune of protection + Resolve gives you 99 armor, good stuff. Runic Curse - If you hit an enemy once, you'll never miss. This is useful against castle walls especially for power leveling, but is pretty average otherwise. Counter spell/Magic channel - great tank spells. Rune crafting - buildings get 15 armor seems... out of place. Theres no synergy with the rest of the kit. Forge - This is probably the best buff in the game, and it's very cheap. Although with the patch changing things, long duration spells don't seem to be worth it anymore. Hammer Blow - Hidden gem of a spell. Stacks with everything apparently. Rune inscription - ultimate endless mode skill. Theoretically infinite scaling. Iron Strength - not as good as I'd thought. Dual wielding 2 2hand swords is cool, but it's not amazing. I'll explain when I get to item discussion Ice rune/fire rune/lightning rune - I think these should scale better. Ice is all the way up in tier 4, yet it's still the same as the one in tier 1. These don't seem worth the investment, even against physical immune monsters you're better off getting elf warriors. The lightning/fire rune might be good early, but this ice rune unlocks way too late for what it gives. Shield forge - awful skill. Why have another +5 armor when you already have access to 20 levels of them? The biggest issue when playing dwarf really seems to be mobility. One shotting a monster and getting to the next is rough. You have adrenaline rush, but it's not enough. It's actually counter-intuitive. Getting hid often means getting knocked back, frequently knocked down. You need to invest a research slot if you want to stay on your feet to pump out dps. That said, the most effective way to play would be to go berzerker tree but stack armor, ignore ferocity. I suppose in co-op siege troll should be your duty (assuming there's some super high-level co-op for level 50+ players). A lot of the theoretical DPS is moot due to mobility, you can't afford to be knocked around. If something would stay put, you're the best at dishing damage. Overall though, I'd say dwarves are still better than elves. Going with the 99 armor berzerker, you're just as immune to magical/physical attacks, while packing more punching power. Elves have better mobility in a PvM environment with the matrix, but you literally one shot just about everything. I meant 3 catapults as in with the +100 cp rune. You get 1 from the skill, 1 from the rune, and 1 from starting cp. With the engineering buffs, these 3 catapults basically act as 5. I'm happy to hear the weapon system will be rebalanced. As of now, weapon classes are quite imbalanced: Swords - most well rounded, highest possible damage, chance for good AP/crit mods as well Scythes - best mods, low damage, high stamina. Good for end game elves due to high stamina, good for end game dwarves due to flurry. no innate +% from any of the classes The above two classes seem to spawn most often, luckily they have the best mods. Long bows - ability to lob arrows, but once that's removed, only rangers should use it. good synergy with a lot of spells Cross bows - easier to aim bows, haven't rolled any good ones to try. I got one with really high AP though Short bows - these have a weird niche, I don't see why anyone would dual wield a sword/bow? The option of two weapons is nice, but in practice it's complete gimmick. Not to mention it's hard to find equips for a setup like that Spears - high AP Axes - either a scythe with worse mods, or a sword with less damage. Could use a buff Staves - don't really understand these Clubs/Hammer - built in stun, but is that enough to offset poor everything? I don't understand the niche too much. Maybe you hit something so your units finish it off? Rifles - could definitely use a buff. The range seems low even on non-repeaters Picks - I sell these. I think they're suppose to have good AP, but spears outclass them. Can I ask for a clarification on the Cleave ability for Elves? Is this added directly to AP, or is it separate? If I have 30 AP, is it 80 armor piercing? Or is it 50% chance to pierce everything, then otherwise proceed with normal AP calculations? Defense is raw -damage correct?
Level up babe Can anyone tell me a better method of leveling up my hero instead of just keep playing the endless mode ? Should I keep surrendering my castle and replay it ? Or is there any other way I din't know ? My level of my current knight hero is 73 and 40 for elf
Huh? Why would you surrender...? That's for farming crystals, not for farming xp. The best way to level up a human or and elf is replaying wave 29 with the use of some OP skills which destroy the enemies castle in a matter of seconds. It's an exploit though, so decide for yourself if you want to use it or not. No it doesn't...? Playing a battle in history mode doesn't count as a day.