It was for me as well. Stick with it guys, 19-22 is a tough stretch of levels but there is room to breathe after that. It will be rewarding when you win. As paladin, I had to mix in giants w my pike army while using invulnerable skill to kill the chieftains. I used zero wall units and stuck to the ground.
Wow 40+ minutes in endless mode... Sure wasn't me but great work on some of these times. Interested to know some strategies that people are using in endless thou, I'm lucky to break the 10min mark. Cheers and beers
Wierd I had no trouble with Lvl 19 as a paly, but Lvl 20 is kicking my arse! I have a 65 gold 4% build cost rune, and no matter what build order I try by the time the trolls come I have no solid army and what I do have he just decimates...those necros I can't touch as a paly they due wicked DMG and take like 14 from me per swing and there's just swarms of skeletons all the time.....
In my experience, I think it's better to use them on upgrades. Runes are easy to come by in co-op, although legendary ones don't pop out too often. But you'll easily get some useful runes just from playing co-op.
Should we nerf level 19? I think that's one of the levels I've seen people having the most problems with... did anyone try using ballista turrets? Oh yeah, and it would be sweet if you guys could vote for us in the Game of the Week thread (only if you think we deserve it of course!).
Ballistae are taken down by Orc Chieftains in 3 hits right? And there are multiple Chieftains at the same time, so if you miss kiting one of them, it's usually goodbye ballista. I think it's just the Chieftains that may need to be toned down a little.
Idk, I kind of like stage 19-20 as a good challenge. I beat it as Knight with literally my last breath (almost nothing left in my keep). Felt good when it's over.
I don't know, on one hand yea it was tough. But also, how many of you guys that finally beat 19 felt a great sense of accomplishment? I sure did, and it's a welcome feeling in games these days. I have a suggestion, set a limit of losses so when u lose let's say, 5 times, it prompts u to make that stage easier if u choose. Maybe say that no crystals will be earned if a level is beaten on the easier setting. This way those looking to overcome the challenge can do so, or those getting frustrated can have an easier time and continue on.
Level 19 was pretty rough on my poor engineer, until I played me some coop and landed a +150G legendary rune. The ability to get three mines up early so that I could afford a mix of riflemen and longbeards, plus a Dwarven Hut, certainly helped. I'm pretty sure I stayed with two ballista towers and two mortars, then got a Forge up and spammed blunderbuss troops when things got tight. Honestly, whenever things get tight on campaign, I go play coop for a bit and get another level or two in. That's usually all I need to get past.
Overall battle field view Can dev add a way for the hero to view the whole battle field? One can either let hero climb up the wall, or offer a Birdseye view button so one can click to bring up. It'll be cool to know what enemy are coming and plan the strategy accordingly.
The recent Mario games on Nintendo have a feature where they get easier if you keep failing. I'm not sure I like it.
Hahaha, I like it when you're complaining about "how hard it is to get legendary runes" I finally got one with +1 gold income. Still no luck with finding a +2 gold income. How many legendary runes do you guys have?
Game Impressions Just created a forum account to leave feedback. First off, I absolutely LOVE what you've created here. It's rather amazing what you've accomplished, quite frankly. I don't know if you guys realize how hard it is to create a game with both impressive visuals and lots of depth & strategy. Here's the rough spots though: lvls 19 & 20 are waaaay off on the difficulty curve. Both suffer from the same exact problem: you have to learn how to deal with some new super mob and then while that's happening you get tossed a tremendous curve ball. In 19, you have to deal with beastmode chiefs, and while they're piling in you suddenly get tossed a large amount of snipers. For 20, when you face the new troll unit, it's with necros who blast for entirely too much dmg for caster-types that are armored & take 15dmg a pop. So the issue is many fold: I have to learn this new unit, and I have to deal with these tough ranged dmg mobs that are almost sure to tack on the damage in a big way. I can't express my frustrations with knowing its time to go after the snipers and knowing I'll HAVE to take a hit from them (snipers and bombers need to have refresh start after they get up from a hit, so they dont pop you for sure instantly after getting up). But worse still is going after necros, knowing ballistas are targeting the troll, necros are armored against me, and while trying to hit them the 8-10 times in a row I need my blusters shoot him away from me and it blasts me for 75dmg while I try to figure out where the heck he got blasted, all while kiting the new troll unit. suggested changes: make all enemy ranged units take a few seconds to fire after you knock them down. If I'm on top on them I shouldnt get punished for a crit knocking them too far. Necros shouldn't be armored/take 8 hits/be able to do 75+ dmg. Remove their armor so I can hit them a few times and not die horribly because I lost them while juggling in the snow with my own units helping me to lose them. Finally, insert a level where players learn how to deal with chiefs without snipers (or give us a high cost/lowish hp skirmishing unit we can dispatch to go after long ranged units)... Old 19 can be new 20, or something. Hopefully necro nerf would make 20 more manageable. Thanks again for the amazing game! I think if some of the difficulty were smoothed out, it would be far more fun, and avoid those frustrating moments that don't seem fair.
First on both leaderboards, got another legendary rune: +70% critical. I'd say don't nerf level 19, I like a challenge and who doesn't, this game certainly isn't for him. There are more strategies to win lvl 19, not just one as some are saying. I like two things Cronk suggested above. A certain cooldown for all units (not just ranged) after you perform a critical attack on them. As he said, you shouldn't be punished for knocking them away. Some kind of ally unit, which would attack long ranged enemies is also needed. And another legendary: +20% critical, +20 armor
Challenge is fine. But it has to scale. 19 takes just a ridiculous leap forward (triply for me because I did fairly well before then, meaning I had junk runes and low level main. Had to go back with other chars for crystals) 19 might be fine if theres a more realistic way to manage snipers without taking tons of dmg or leveling a bunch first. Some other small things: *sometimes when you use the menu it doesn't register your d-pad movement. I'll try to isolate it. *it might help with 19+ if there was a slight level bump before that point. I ended up like doubling my levels just failing 19, and was severely under leveled simply because I was successful before then. Don't increase mob xp, just a small req. nerf to that, what, 7-12 level range? *maybe slightly larger power buttons as an option? I don't need to click over there except to use them, and I find them hard to click sometimes on an iphone4. Prob fine on iPad but tough on a iphone4. Or maybe it's just me? Difficulty scales well post 20. On like 24 or so ATM and struggling with those mummies that sprint into you and swing, but it seems like it'll be manageable with some change up in tacs. Fun fun!
Voted it as my game of the week I don't even know how many hours I've spent playing this so far and to think before it came out I was asking about the price I've spent more time with heroes and castles than I have with half my console games.