This is it, I've got one that increases it 34% and one that's 44% and those to together make the range of every tower pretty big.
His deck is tough. I have an orange turn the first 35ish large gruffs into small gruffs. Don't know if that would work/help. You could also try to farm up a high level gruff HP reduction card by buying/selling ability cards till you get the right category. The white gruff HP reduction cards are only 10%, but I assume orange is around 35% or more.
Yeah I use a 40% right now. Problem is, if you get on a board with short paths and low money, it's a loss for sure. Bigger boards are ok.
In theory start money can be pretty much irrelevant. I currently have +35%ish start $ from inheritance, -35%ish artillery cost & -35%ish cost of all towers. Should get the cost of the $1000 final upgrade for Dragon cannon down to 400 or so (its 572 running the first two cards, havent run all three yet). With that, + another inheritance card, which I dont have yet, tough to imagine being short of money early. Of course, you'd still need to slap down a fully upgraded dragon before he plays any tower cost cards. He didnt have any the last time I challenged his deck. I did lose though
WTH!?!? I can't beat your offence deck. It plays tons of cards to make my building cost more and so I get less from the enemy's. Grrrrrrrrr My cannon tower needed 2k to upgrade? That's some crazy amount of negative effect cards, it was just one after another after another.
Is there an advantage to having more than 17 cards in an offense deck (the minimum)? I have been concentrating on upping my colors, not my numbers. Early on I sold a bunch of negative status cards useful for offense and now i cant seem to get any more. I only have 3, all white.
You guys are cracking me up -- up until recently, we only had a few people to test the multiplayer stuff on, so we never got to see some of the extreme cases. Hope the crazy effects aren't driving you guys *too* crazy -- we're using everything you report to mark down notes for balance later. As for using more than the minimum number of cards, it depends on .. well, what cards you have and what your strategy is. The simplest issue is that you can actually run out of things to assault with, on a difficult level. The game will attempt to fill up extra spots with things you already have some of, but it won't be as focused as otherwise. Other than that, we're also hoping to make it more focused for the next patch. I'll write up more details and post it here when we're closer to having that ready. Oh, and oooomonkey, we had a "play against your own deck" as a debug option for testing. I'll try to put it back into the game, and just make sure that we turn off rewarding you with any gems or achievements during testing. That way you'll at least be able to get a general feel for how your deck plays.
Cool, I didn't want any rewards for playing your own deck as I can see how that could be exploited, I was just curious what my "enemy's" are playing against
Haha finally. Yeah I put a lot of the increased cost in. Good to know it is getting challenging, I was beating my head against the wall on yours. Was going to try mages today on your insane king gruff but no friends are showing up ;( As far as how many cards. To me less is better if they are tougher. Lots of weak cards only gives them more cash.
That's my theory about the cards, I went for less cards of better quality because killing the low ones would give you free money, so my deck is nearly all orange purple and gold.
Many apologies if this has come up before but I've just been playing level 2(or 3) of chapter 3 and there are groups of men with scythes running through without taking life's off me.... Did I blink and miss something? I thought they might have been taking money but I'm not sure......