Yeah for 2.0 I kept units alive for a solid 30 minutes before I screwed up. The technique still works in 2.1 but with the gold cap, I can't mass reproduce D: He is so fun playing on an iPad. The absolute best and my favourite :3
What is the gold cap and why on earth is there a gold cap? That's silly. I'm a little upset about that. If there is a 999 gold cap in co-op, my strategy won't work anymore. I'm a little disappointed a gold cap was put in place. What is the point of that? A cap takes a whole lot of strategy trees and eliminates them completely. I think a lot of the beauty of this game is the great variety of ways to accomplish the same goal.
Yeah... It's 999 only I guess instead of capping heroes at 50, they cap the gold at 999. Remember they said they were thinking of capping the heroes? Well capping the gold is better then capping the heroes.
I disagree completely. Capping the heroes keeps everyone on the same page without eliminating myriad strategies that don't involve spamming armies. I mean, there is no difference if your hero caps at 50 or 99. It's a bummer to those that spent time to get past 50 I guess, but I'd much rather revert back to 50 and keep my gold. Oh well I guess.
Apparently coop and endless? If its campaign only, that's fine. I haven't played any 2.1 multiplayer yet, and can't right now. Can anyone confirm this cap is in place on co-op & endless?
Well, I never looked at it that way but I guess if you want to go longer you'd have to come up with different strategies or something.
I'm trying to conceptualize why I don't like this change, and this is what I've come up with...don't know if any of you are hockey fans, but if you are, here goes... A while back, the NHL shrunk their rinks and decreased the size of the middle zone on the ice, enlarging the two offensive zones in a move to promote more offense and ultimately make hockey a more TV-friendly sport. Purists hated the move. I did, anyway. It took the 'game' out of the game and homogenized everything into a hyper-aggressive sort of McHockey that, when compared to the international game, felt more like NHL Blitz. I feel this move is similar. I mean, I get it, but I think it's a disservice to those that do things a little unconventionally and has no benefit other than to put these people back in the box. Before long, everyone will be doing the same thing and ultimately, survival WILL come down to who's hero is a higher rank, and I think that's lame. The more strategic options you have, the better game you have.
Sadly confirmed I can see where you're going with this. If the gold should cap, could it atleast cap higher? Like i.e. if you have a +5 Gold income your cap is 5000 or something like that.
Same, getting this as my clockwork in campaign. It may be enemies getting in the way, but it's definitely sporadic.
Actually, I think the gold cap makes it interesting. Like you have to spend. I've also noticed fewer wraith waves, so spending gold on units doesn't feel as wasteful. But personally I think kiting and saving gold only for repairs is super boring, so I guess that's why I don't mind.
The point is kiting mobs without an army, accruing mass gold in order to chain repair a wall and extending the game FALSELY was not what Foursaken intended for the endless game. He stated that himself, so 999 is more than enough gold for someone to maintain forces and fight the incoming forces at a considerable rate.
I choose not to build units to maximize my gained XP. It just so happens that I can get as far not building units as I can building them. The stuff hits the fan at the same time regardless, and at that point, I wouldn't be building units anyway, because I need to save my wall. I don't use kiting as a strategy, it's more a byproduct of the strategy I use. I'd rather bring the guys with me when I need to go to the other side than leave them there, smacking my wall. Nothing boring about it. Constant killing, constant movement.
You're not understanding what I'm doing. You think I'm taking advantage of a built-in time exploit, and that's not how I play. This is what I mean, nobody thinks outside the box. Not to mention, not killing guys brings on a ton of tougher guys, so that doesn't work anyway. I've said since the beginning that the leaderboard should be kill based and not time based. I don't exploit the timer, I just use my brain. My games are constant kill fests, and there's no fluffy timer-humping going on at all. I've played with a lot of people in this thread and they can attest to that.
Is there a +2 gold rune. Can soneone post a pic of it? Is there a plus 70dmg rune? I thought I mentioned someone had it but I've never come across it. I found a +20dmg/+35dmg one time and deleted it by accident.
I just went off what you said about how you tested, and what your philosophy was about testing and not being able to accomodate every skill levels. If you did test it with average skilled players, and they found it to balanced as well, then I'm not sure what we are arguing about. But by releasing this patch, you are recognizing that there were balance issues in the first iteration, at least for the average player. Or else why change it? I'm just suggesting that for this iteration, and possible future iterations, testing with people outside of your skill level is good for approaching that desired balance. It just didn't seem like you did that in the first iteration, from the way you talked about it and all the complaints from average people who actually tried playing evil regularly. That said, coop seems to work better now and the new hero is inventive and fun so far, so hopefully this patch for versus works out as well.