yea they should. they're kinda crappy by themselves and if they take away from the cap, but they switch over into mandatory-summons if they're 0cp. everyone will summon them after they cap off. so you could summon things like extra fire mages and have 0cp dryads out a little later that help keep mobs off them. basically they need to clone dryads. new ones have a new monster ID. they're identical in every way except the current ones stay the same as they currently are, and the new ones are obtained via the summon skills and don't count towards population, but have a hard cap. another reason why cp-bought-dryads need to count towards population: it further invalidates the druid summons. it takes away from their skillset if everyone can get their summons out on the field, even if it takes later. if they act differently then they'd be working as intended... the druid skills are viable and add decent value. suggestion: add an effect to nature's wrath or scrap spirit of the bear and put in another summon-only support skill. ie one that only buffs summoned units. make a clear delineation between a bow elf with 20pts in druid tree and a true druid with 40-50pts in the tree.
Does anyone else have any experience with high level bow elves or gun dwarves to compare? Or is everybody just dual wielding. In particular, unstable powder seems.. underwhelming.
Questions for Unstoppable (Berserker Skill): 1. Does it increase magic defense? 2. While active, does the bonus change when HP change?
Unstoppable is one of the more counter intuitive skills in the game. Raising armor reduces damage, not to mention the first 20 armor goes to waste due to ferocity. Requires a significant buff. If you want to increase defense, get Forge. Significantly better in every way.
Well I'm now set up for 3 of each races so I can set each one up as a different class and then no matter what kind of cool weapons I get I will have someone to use it. Also the going through the waves with each one is netting me some extra gems. This way I'm thinking I'll get to experience all the weapons/characters and skills. I don't usually get much time in day to day life to play tho so I can see this keeping me happy for a long time (the same way the original monster hunter kept me busy for months) And the money in Saving by not buying other iOS games at the minute will happily go into some gem packs This might be my personal favourite iOS game I've played so far in my 6 years of iOS gaming. (Well probably second fav as wrestling revolution is still top )
Dryads follow and protect the player and are completely useless (they wouldn't protect fire mages in the given example). Tell me, did you ever even use them? Because I didn't. They would become mandatory summons once you completely own the wave or the opponent already, so it's not like they would be over-powered. But at least they'd have a role in the game. With a druid, Treemen Routine is still a great skill, as you would probably want to keep as many dryads as you can at all time, since mana is easy to get. With other classes, there are better things to spend CP on. Plus, I really like the idea of plants not counting as population.
Did you finish it yet? I did, and without patches and additional challenges I kinda agree. There's not much left to do, and the multiplayer is still broken. I hardly see any online players anymore. But the first week it was one hell of a good game and definitely more than worth the purchase.
Yeah, we never expected the game to last forever In all fairness it is a pretty big game for $1.99. That being said, we do plant to regularly add new missions to the campaign - might even see 5-10 new waves in the 2nd update
It's a steal for $2! If the update included new waves and challenges, I don't see why that can't be an IAP add-on. Money is the motivation you guys need!
You should expect your games to last a long time. They're the absolute best when it comes to actual content, which is purely what your games are... All content, no bullshit. And besides that, you guys deserve every penny. For a team of four brothers, this was actually beyond my expectations, and I'm loving it. And actually, I must admit, this game actually gave me a reason to use this iPad 3 now aside from Netflix and YouTube when you hit those days where there's nothin' on the tele.
http://heroesandcastles2.wikia.com/wiki/Dryad http://heroesandcastles2.wikia.com/wiki/Treeman I played the first game pretty much only for the versus mode and I haven't even touched it in this game yet. I still have to level up all my 3 characters, get some good legendary items and test some builds. I don't think I'm going into multiplayer anytime soon. Plus, knowing FM, there's going to be content updates.
I've made a new dwarf and have been playing with the gun dwarf for the past week or so. Initial observations: Neither the rifle nor the blunderbuss seem really viable. The sniper rifles absolutely shoots WAY too slow, nor do they have sufficient enough of a range advantage to truly warrant its use (ie shooting from the wall the entire time). I think a range upgrade, somewhere along the lines of elven sniper status is necessary (2500 or so). The same argument can be used to discredit the blunderbuss. Its range is insufficient in terms of even classifying it as a "ranged" weapon. The gun perks from skills are somewhat mediocre. You need to skill heavily into berzerker to make up for the lack of damage on repeaters, although once you do the results are quite fun. The actual boosts from the engineering tree leave a lot to be desired. The +gun weapon damage seem to only apply to base gun damage, which means like +2 damage for repeaters. The armor piercing is nice, so you'd still want to max it. Range is a nice boost, but it'll only make a significant difference on rifles (and even then I feel it could be better). Going from 500 to 875 on a blunderbuss isn't enough. Unstable powder is too far up the tree to be worth it, since there's no point investing in +armor if you plan skill into berzerker. Moreover, 30% is rather ehhh. I haven't found it all too useful, especailly considering I need to "waste" 9 skill points just to unlock it, 12 to upgrade it to full (my build only has 26 points in engineer). Hammer blow from the runesmith tree, as always, is still incredible. Great synergy with sniper rifles for high priority targets. Since I think repeaters are the only guns that allow for enough wave clear to be viable, I need to equipment-ize for damage. 4 base damage is pitiful, even with ferocity and everything from berzerker. You'll need some +dmg or +range perks to make him deal enough damage. All in all, guns are actually pretty incredible late game with good gear and buffs. Keeping forge + rage permanently active is the key to staying competitive with melee DPSers. But again, it's tough, since you rely on both extremely high levels AND rune/armor perks to up the damage.
Sniper rifles aren't bad and you can make it shoot faster by alternating between the basic attack and the heavy attack. Idk if it is a bug or not but the heavy attack resets the basic attacks cooldown. The repeater does shoot a little bit faster, but the snipers tend to do much more dps.