I had the same experience. When I summon the tank in a coop, my partner DCed shortly after. I was scratching my head why he would do that, but it does seems like a bug now.
I would suggest making a sorcerer ranged unit that can swap his attunement type, fire, lightning, and ice. The 3 attunements would be 3 skills u can pump 5 points into. Fire being long range, lightning short range/medium range aoe and ice being close range aoe. This would be really fun as u can specialize or jack of all trades - i would also pay $20 for such a class
I got a rare Rune that gave 150 for HP that really helped me get some lvls on my barb. Once I maxed all my skills out, I started pumping HP, then switched to my +1 gold/ 20% crit rune. In another 2 or 3 lvls he'll be at 500hp unbuffed which is plenty of HP to survive with some skill. He's lvl 38 and I'm loving him now, easily my favorite class. Bloodlust and berzerk don't seem like their working right though. In other news: is there a bug with the new units not unlocking? I've beaten lvl 7 on corte, but my iron helms aren't unlocked yet. Guess I could just use some crystals however. Anyway- awesome game, I absolutely love it! Friend me on GC- Heavnsix, I usually play a Barbie
I like that idea too, it would be really unique to play around with. The only think is that that is basically the mage's 3 abilities haha
Bug Hey guys, it's definitely a bug! Everytime you summon a tank, the other plYer DC. Ive tested it with my brother. We play until we die without me getting my tNk out, but he DC when I summon a tank... I thought it was cuz he didnt clear his memory but that wasnt the issue. Simce he's not rich in crystLs, we cant test if both pllayers cN summon tnKs to see the results whether one DC or not... So do not summon tank in CoOp
I'm having the same problem a few other people have posted. I've advanced to like level 15 of the new campaign, but none of the new units have unlocked for me. Anyone have a way to resolve this issue?
Frost Wizard bug. It says it takes up 10 population but it only takes up 8. The tank is beautiful. Y'know, if this was ever released on consoles with a few more heroes and units and maps and new Mutliplayer modes and such, it'd be awesome. Although minding that, if you add a few more Evil Heroes and have a larger map, you could have a MOBA. Where instead of troops automatically spawning, you'd have to spawn them. So hypothetically if it is 3 v. 3 You could have Treemen, Assassins and what not storming the other side of the base. Something like that. Oh and if you ever do release another map with new campaigns, maybe an Ice Fortress Map? Like Brunhelm, the near impenetrable fortress. But the enemies come from 360 degrees and your base is surrounded. But there is a deep casm surrounding the castle and the enemies would have to ballista across and Catapult units across, with trolls being the exceptions because they could possibly jump the casm. Then you could have a special animation that allowed you to jump the casm and get to the other side to do battle I dunno. Then there would be a tower in the middle of the castle you could stand on giving you a whole view of what is happening. Maybe add new units like Yetis and Yeti younglings and such. I dunno. Just a thought
Another bug. Play against the running skeletons. They damage you when they stop running at you really quickly - their attack animation after they run at you don't fit the attack data.
We should have a campaign called 'The Offensive' Where it's after Hinton has fallen and have made a temporary base and the heroes and limited troops must fight against back against the undead. For every 10 levels you fight an enemy castle and try to destroy it. Idk
Im talking about a caster class that can change their auto attack, since we all use auto attack much much much more often than any other skill/anything else - it would be nice to be able to have 3 versions of auto attack that cover 3 different things, range aoe close up, mid range, far range Perhaps a Necromancer that is ranged auto attack (shadow bolt) and can reanimate the dead / summon skeletons / mind control enemy minions to fight for you and curse groups of enemies with debuffs Or a pet heavy summoner class for those of us who like to sit back and watch the action micro managing pet buffs but doing little ourselves.
I see what you mean now, in all honesty I just want a ranged class, I don't care what it is. And FYI there is an enemy unit called the necromancer
I was curious to take the challenge ( havent play endless single in awhile). I have to tell you, you can pull such time (no sweat) with 15+ level pally. All you need is maxed out skills for damage increase, cost reduce and eventually the heal. Maxed units and buildings are assumed and good rune (-20% units cost) is welcome. So, the heavy lifting is done by the tank, again. Seriously, he makes the trolls look like a joke. I was having 3-4 trolls spawned near the tank, wiped out in 2 seconds, literally. He was handling wraiths, catapults, trolls, necromancers - all single-handedly. In few words my build: tank (10), 5 blunders(20), 5 hunters (20); wall units - longbeard and the rest are ice mages. In this setup blunders are hitting the damage cap just like that, and all I had to do is staying near the wall and watch. That's it. I admit, later I wanted to hit a troll, just to take the attention and lure him in front of the guns, but rarely, in the cases the troll slipped by the tank. If you wanna, try it. You will be surprised how easy it is . P.S. I think I will try to get to second place in leaderboards, not sure I want to spend 2 hours 50 minutes for the first place, but 50-60 minutes for the second - I can do that . Edit to add: this is for the first map, Hiltop. All 3 spawning points can be covered by tank, he usually stops in the middle.
19 was insanely easy with Assassin. I've only lost a level once because I was careless. If I said died I'd be lying. I can die twice and still beat the level
Agreed, Akoae. Pally and Druid make it easy. I had the exact same setup with my 34 Paladin and 10 Druid easily lasting a half hour and dying by boredom eventually. They both buff the troops up to the damage cap and increase their survivability. I too used a tank, Longbeard, Frost Wizards, blunders, and 4 hunters. Only time I wasn't capping damage on any attack was on a high armor opponent. Sadly, none of the "fun" active heroes can last so long. Seems the devs flipped the problem on its head--the game went from too strong heroes to too strong allies made stronger by broken buffs. I'm not sure how I would fix things at this point.
Hmmm, not sure how blunderbusses are maxing damage. Math doesn't seem to add up any way you slice it... what exactly do you have out at the time of max damage?