Looks like everyone agrees graybeards are OP. The stacking multipliers really just add up too much. I just did wave 30 without using any wall units. And all pathfinders on the ground. LOL. I havent tried getting hit by all enemies that deal status damage yet, but so far, with the Paladin's +75% ailment resist skill and a 35% ailment resist rune, the Mummy Mage's Hinder status goes through 100% whenever i get hit by their attacks.
Dude I like dwarven (and mechanical) units. Either buffed by engineer or without him. I am using the elf assasins becouse a lot of things - AP, targets long range and high hp (so high dmg and arm as well in most cases). They can't be killed by heavy hitters becouse of dodging their slow attacks and goblins can't hit them becouse they run fast to their priority targets. Only the red guards are meh. They have good stats but you can't really use them
Do you still get stunned/poisoned/whatever with 75% skill and 35% resist? I've been trying to roll a 20 damage 35 resist rune but I'm not sure how they stack. Hinder is actually one of the more annoying ones, especially seeing how humans don't care about disarm, so movement speed/stun is the only stuff that matters. And curse, but you have like 700 HP so whatever.
Yeah... They should add "running/charging" to red guards to make them more useful. When i dash around all they do is walk towards me more than they attack.
I'll play a few rounds to see if those status get through. Yes, Hinder is pretty annoying that it gets through despite the resists. I havent been stunned at all. Havent checked disarms and poisons yet. I actually forgot to check if i get cursed too.
The funny thing about greybeards is... they're actually getting buffed in the first patch. They'll be able to do ranged attacks, meaning your wall now has OP close range AOE clear in the form of 1000 damage greybeards. Honestly though, if the game simultaneously throws 20+ of the strongest units in the game at me, and I can beat it while simultaneously eating a bag of chips and taking a shit, literally not even touching the device, something needs to change.
Looks like we're gonna have to wait at least for the second update to get a balanced game. Good thing I still have plenty of boosting and surredering to do until then.
I think at this point it's safe to say update 1 is lost in the pipeline. Without opening a ticket or resubmitting it, I don't think it'll show up. However, while the way for the "real" patch continues, might I recommend Dungeon Defenders to anybody on pre-ios 8. It's literally the game that got me started on toucharcade, with a VERY similar feel to this... dare I say, better? Much deeper, much more satisfying looting experience. Unreal engine, amazing cel shade graphics, the works, imo still the ultimate tower defense/RPG hybrid. Online play was amazing (minus the hackers), with cross platform so you can play against android/PC users. Lag was good too as this was pre-gamecenter.
I really enjoyed Dungeon Defenders, but It's too bad they stop supporting it to fit the iphone 6 plus screen size. I would keep playing and supporting it if so.
Yes, I'm not sure what the heck is taking so long with this first update... been a good few days over the average review time so far. Trust me its very frustrating for us, as this was supposed to be a "hotfix" - not so much of one anymore >_< If there is a good part, its that the 2nd update should be ready to submit almost immediately after this one is approved. And yes, most of the major balance changes and exploit fixes are indeed in the 2nd update. A LOT of things getting tweaked in that one. Been listening to everything brought up here, even if I don't respond. Some highlights... - new enemy behaviors which should not necessarily make things more difficult per se, but will add to the overall strategy of the game and make things more interesting - rework of enemy stats - enemy armor is now static instead of scaling (so you won't get to a point where 75% of all enemies have max armor); sprinkled some more AP here and there on enemies that should've had it in the first place - maxed armor at 95, so non-AP units have at least a slight chance to hit (1/20 instead of previously 1/100 chance to hit) - some ally unit tweaks, such as elf assassins targeting magic immune units (becoming their official counter), red guard now run, graybeards capped at 2 with a significant scaling cost after the 1st, captains tweaked, wood elf warriors nerfed a tad, dryads and treeman 0 pop cap (with hard limit), and more - all exploits sent to me via PM or listed in this forum should be fixed - general lowering of upper echelon damage with less multipliers and more additive damage buffs - better balancing of some stat buff skills - rarity balancing on equipment - equipment will be appropriate to its rarity; no more crappy legendaries - forging tweaks - increased the chance to get better stuff later in the game - tweaked many abilities - generally improving some T3/T4 abilities, but also nerfing some T1 stuff - everything will retain its same role though; also improved many lackluster passives across the board - lots more stuff and maybe even a few surprises
Yeah I was definitely exaggerating on the +10... +5 would be fair. +1 is inferior than other options as it would take a minute to several minutes to regenerate damage from a single hit.
Just one more suggestion. I think allowing T4 skills to be unlocked with 30 points invested will allow for a lot more early game diversity! It gives a chance for people who play just the main gain to experience double classes (~lvl 40-50). Plus, the scaling makes sense. T0 to T1 - 0 points T1 to T2 - 5 more points T2 to T3 - 10 more points T3 to T4 - 15 more points
This is looking FANTASTIC! Best news for me are Graybeard caps, Red Guards running, Captain balance, Wood Elf Warrior nerfs, less multipliers and more additives, and exploit changes. Thanks Foursaken!
FM listening to the forums and making intelligent changes based off the feedback. Love it!!! Curious... What are the captain changes?
Update sounds great! Especially the greybeards and wood elves ^_^ Will dryads and treemen summoned with CP still count towards population?
Treemen can't be summoned any other way. But good question. I hope not, because that would be the only way I see those units being useful for other classes. And I hope the cap on max treemen/dryads isn't going to be something ridiculously small.
They are. But they must still be summoned with Command Points just like every other unit (and every other race special unit you get at level 20).
Dryads shouldn't be free via CP. nor treeman from elves. Why wouldn't you summon them for things like survival? Just the skill generated ones should be free.