So was lightning for the mage nerfed too? I remember routinely doing over 200 damage, even at a much lower level. Now at level 34, I have seen a single lightning strike do over 200 damage. Any confirmation and reason why burn and lightning were nerfed vs normal enemies? Were other heroes nerfed too?
Ranger is still the same though can still spread shot crit idk about the other classes... As long as Ranger stays the same that's a-okay.
I could have tried rushing him immediately, but with spending money on runners I didn't have enough to also upgrade the hero. Rushing a hero usually was always a death sentence before in my experience. I guess I could try that next time. But then again, with his superior run, I'm not sure why he couldn't just run back and kill my tree .
Yeah you were doing 500 ish damage to me with every spread shot crit. Makes me think rushing would be a bad idea.
I think the key thing against a Ranger is to make him use fire arrow on the meat then be a shield for your wormwood tree, since that worked. You then have a 62 second grace period- ah... You guys changed the cooldown and length of fire arrow didn't you? Anyways, in 62 seconds you economy could probably overthrow his and then you can build a decent army before he can rip apart your tree with fire arrows and then yeah :L
The veteran After playing with the veteran for a little while and maxing some of its skills, I've got to say nothing I've ever used has taken out a troll quite as fast, especially at a low level of 20. This hero was built for endless and coop if one ever was. My damage rune is helping it, but even still - very impressive character.
Some suggestions First of all, I would like to say that Forsaken Media has done a great job on Heroes and Castles. However, here are a few suggestions that can make the game more worthwhile. These are my own opinions on how the game can be improved so I understand that not everyone will agree with what I say. First off, I believe the cooldowns on most of the heroes' abilities are too long which makes the gameplay too linear as heroes mainly rely on their default attack to deal damage. A good way to fix the high cooldown problem is to reduce the effectiveness of the spell while drastically reducing the cooldown. Some spells that would really benefit from this is the warrior's taunt and valiant charge, the paladin's retribution and miracle, engineer's crackshot and artillery, ranger's elven arrows, and the veteran's charge attack. Also, some of the spells on the heroes seem useless for higher levels of play as they are generally weaker than the default attack or have no use in higher levels of play. A spell should be useful in not only the early aspects of the game, but the later ones as well. Another idea is to give each hero a "spammable" spell (cooldown between 3-10s) to make the gameplay more interesting. For example, the developer can remove the random shield slam the warrior does and add a shield slam ability with a short cooldown(5s) that deals bonus damage and knocks enemies back. That way people can control which attacks knock units back rather than it being random(I hate it when my warrior randomly knocks a weak unit back and I have to waste time to run and kill it). The ranger's can have fire arrows or split shot to be his spammable spell(1 fire arrow every 6s or 1 split every 3s since he usually takes one shot per second). I personally think that the ranger's fire arrows are inefficient as it is now because i usually clear weak mobs(mummies or less) in three hits and take over 20 hits for the bigger mobs. Since the more practical use is to kill a lot of mobs at once point(i.e. the ones attacking your wall) then its more effective to have the spell be a spammable spell such as the one i describe or a 3-4 attack charge every 15s. Some spells I find useless are the ranger's traps and elven arrows at higher levels of play.The traps are not useful as well because the ratio of low hp mobs vs high hp mobs make it so that skeletons or goblins mainly step on my traps and die instantly without making use of the long stun. I think that since ranger's are usually better kiting monsters around the field the traps should slow units around an area for a medium period of time to make it easier for the ranger to kite units without having to press sprint all the time. The elven arrows should be scraped because archers and arrow towers are relatively weak at higher levels in the campaign or endless level. A good idea is to give the ranger a knockback aoe spell so he wont get swarmed easily by monsters when he fights outside the castle(i.e. the other side of the castle). Another spell that can be improved in my opinon is the crackshot skill for the engineer. At higher level play with around 100% crit, the engineer can do intense damage(~200) and knockback in an aoe every hit compared to his crack shot which does 70-400 damage every 40 seconds in a line. Frankly, I find this skill to be only useful to maybe kill a catapult at long range as my regular attack deals enough aoe already. This skill would be better if it had a shorter cooldown such as (20s) and deals a flat amout of damage(250ish) or a high amount of damage(350ish) that decreases by 10% (maximum 50%) with each enemy hit. The default attack and crit mechanics of the engineer should be changed as well. I find that it would be better for the engineer to have a strong single shot attack(to make up for his relatively small attack speed) and a spammable skill that is similar to the current crit mechanic for the engineer(5s cooldown) instead of the current aoe damage on crit. That way, lower level engineers can benefit from the aoe knockback attack as well whereas higher levels engineers can stack damage rather than crit for higher single shot(~350 damage, ~250 aoe every 5s) while still being able to obliterate weaker monsters with their aoe). I think the mechanics for the mage is almost perfect except that his spells should be the emphasize of his damage at later levels because he is a mage of course. Therefore, I think that his skills should scale with his level(i.e. +5 additional damage for his spells every level or a passive that increases spell damage by 20% for each of his spells). Also, rather than giving the mage a randomized aoe auto attack it might be better to remove it and make his frost skill have a lower health cost, lower cd, and consistent damage to make up for it (140-150 damage, 10s cd, 5s stun). His primary single target spell should be his burn spell which should have higher damage and lower cd (i.e damage over 3 seconds that scales with level). His burn spell can be his primary spell to deal with higher level monsters since frost and lightning storm are aoe spells. I havent played enough of the veteran to give an assessment of him yet. I also think that you should give people the option of respecing their characters in case they made a mistake. I think charging players 15gems per respec sounds reasonable. These are just my suggestions for the game and I know that not all my ideas are practical. But, this forum is a way for the developer to keep in touch with his fans. Feel free to criticize and give your own opinions on my ideas as the person who would most benefit from community feedback would be the developer.
First, I think this is a well thought out set of ideas and suggestions. Every player who touches this game, however, has a style of play that either works for or against skills that certain heroes possess. In the case of engineers and crack shot, I find it keeps me alive in endless better than default. I am a defensive style of player in that I want strong walls and clustered enemies to maximize efficiency of attack. Things like crack shot play into that style. On rangers, the trap works for me in endless fairly well. After clearing the first few waves and setting up a blunderbuss line, setting traps in front of that line and giving them a chance to take out bigger game before being hit is a good tactic to keep them alive longer. Conversely, on a losing end when I know I'm going down, traps set around the keep inside the wall can prolong the game and have given me chances to build just enough gold to put walls back up. On this one, your mileage may vary depending on tactical approach. Aside from the vet, all of my heroes are at level 70 or higher. I've put more thought into this game than any other that I've played on apple devices. I think there's definitely merit to revisiting some skills (like eleven arrows, a suckers skill for sure), and a few others (knight leadership skill - rip off). But mostly, I think the value is in the way a player plays the game.
Remember, a big part of the new balance is that the evil heroes are more survivable, and do more natural damage to heroes... you don't need to upgrade them to be a threat, trust me. Will you beat a knight 1v1 with a stock evil hero? No... but you can certainly make a Ranger or Engineer reel in pain in just a few seconds of sustained attack. Thanks for the ideas... unfortunately I HATE spammy abilities... it becomes a mindless cycle of cast 1-2-3 every few seconds. That - to me - is not fun. I like longer cooldowns because it makes you think twice about when to use abilities... there is a lot more strategy in how, where and when to use an ability when you know that you won't be able to use it again for another 40 seconds. Of course, this is completely a personal opinion, but that's the rationale. Whether abilities are worth it or not, and the strength of individual abilities is a different matter. I do think that after about level 50, some heroes innate abilities start to outweigh their abilities... problem is, we don't want to exacerbate the difference between low, med, and high heroes even more by buffing abilities as you level up... considering its already quite a huge difference as it is.
Mage has drastically been weakened or endless has been hardened( prior to the update I was hitting 20-25 mins with a lvl 35-37 Mage , now I'm struggling to reach 10 mins at lvl 40) I do attempt to play solo, without units to maximise exp gains, so my strategy hasn't changed... As finnecky as it may sound , the weakening of those skills has extended the amount of damage you have to personally do, meaning less resting and holding back, more getting beaten down.
Yeah... To a very skilled mummy king. He kept strafing and walling up his wormwood tree and kept rushing me >_> destroying the walls and alot of other things in the proccess. Other then that, no, I haven't lost as a Ranger :L
Beat a level 20ish mage as a mummy. Foursaken was right about it being a good counter. Was able to survive his burns and use siege strike to great effect, forcing him to rage quit. But he had low rep and didn't seem that experienced. When I fight a mummy, I focus on harassing him away from the tree and don't let my health get down. Skeletal runners are great against the mage though, as the mage has low run and cant defend the walls and attack the tree a the same time.
I feel like the mummy has been greatly improved since the patch, at least in terms of movement. Before that I felt like a constant sitting duck.
I've said that my opinion is there needs to be a limit on the bots plenty of times, but now after my last coop I was prepared to take pics and show exactly why. Big surprise! Another spam fest locking up the population limit. I did not build a single one of these things lol! Pretty much walked around taking screenshots the whole game and just repairing walls and making wall defenders, I tried to get actual ground units out but the best I could do in time was a single catapult lmao. Now tell me this isn't too much.
Well, this tells me that the veteran is something I will likely disconnect immediately from after enough bad experience in coop. I hate wasting time on kiddy unit spammers. The bots should either be omitted from unit count or limited to 3 or 4. Hotfix this Foresaken?
Exactly, and I try to play in moderation with my veteran, two of those out a time at maximum but I can't get a game with any one playing as anything else because every one who isn't a veteran quits as soon as I enter the game... Even though I don't spam but they don't know that, they just assume I'm part of the 99% that do without waiting to find out and it's going to get a bad name for the unit incredibly quickly. The only games I do get when playing as this is with other vets who just spam spam spam spam... It's impossible to get a proper coop going with this so far. And I've done enough to find out I think, being level 32... Probably not highest but it's high enough to know by now surely?
got a paladin. He rushed me and used invulnerability, but just let the skeletal runners bring down his walls before I laid a trap for him