RIP poisoned heroes go down losing strength and when it reaches 0 they can't be healed or resurrected
This isn't a bad idea. I still think gold needs to play more of a part in the game so anything that uses gold seems like a step in the right direction. Honestly I never understand the people who complain that they feel like they need to buy gold, most of the time I have way more than I can spend.
Anyone know who maintains the skill and item spreadsheets? I would love to start adding to that with the new updates. Two new ones I've seen for the Marauder are Bloodrage and Battle Shout.
I think gold is just fine the way it is currently. Adding additional stuff that uses gold would give an incentive to players to grind for gold. I'm not a fan of grinders having an advantage over others who have time constraints (those that play 30min - 1 hour every day). Specifically, excessive amounts of gold that would give huge advantages to grinders. It would break the balance of the game imo.
If it was a multiplayer competitive game maybe. As is, I don't see why someone who plays a lot shouldn't get more out a game than people that don't. That simply is the nature of gaming with a central system of exploration and collecting. Anyways, when you objectively think about it, a system that requires people to start characters from scratch to obtain different skill-sets is actually a lot more biased towards players with more time to put into the game than if gold could be used for a mulligan on an obtained skill.
The game has the potential to make allot more money on IOS than selling physical board games at stores. Trough mobile devices, it is more easily accessible to a much larger audience. It's software, so there is no manufacturing, distribution, nor shipping costs. It's a well designed game, but the marketing and IAP pricing may need a little work.
I agree with everything, but Games Workshop which owns Warhammer license is behind IAP pricing probably, guess Rodeo Games signed contract in which GW determines prices. I'm more that certain IAPs sell very good even at current price, but if they bundled more characters together at lower price or bundled additional smaller quests/ items with characters IAPs, they would sell them like hot cakes.
I have never bought a hot cake but I have bought all the WHQ IAPs. Apart from the weapons. What is a hot cake btw?
I doubt Gamesworkshop sets pricing, but they would charge for the use of the Warhammer license. That would be one more expense on top of the development costs, and certainly would require higher pricing to turn a profit. Honestly I think Rodeos biggest mistake was the legendary weapons. While they are optional, they also stand out as being a single item for $1 each. It worries consumers who wouldnt think about the otherwise more than fair pricing that it is a possibility that the future might see the need to pay for an increasing quantity of game elements sold separately. Arguably, having options is a good thing, but often when someone becomes a fan of something, they want everything available for said product.
Can't argue against that. You made a very good point for the implementation of gold based skill resets/swaps. I guess I'm just (perhaps needlessly) worried about the potential effects of making gold a more significant resource in the game. I see gold as more of a reward than a resource, and the game should remain a skill/luck based game as opposed to gold being used to excessively enhance gameplay which would create a large variation in gameplay experience between grinders and players who don't grind. To use an extreme example -let's say 50k gold can now be used to revive dead characters in hardcore mode. People would just grind for gold/ buy IAP gold to ensure their characters don't ever die. I'm not saying that will ever happen, I'm just wary of the potential effects of moving in the direction of gold as a "gameplay changing" resource. Small changes like gold for skill resets are perfectly fine.
I hear you! I mean this is based on a legendary board game, the moment you can simply buy your way out of bad rolls would be, at least to me, as stupid as playing Monopoly and, for $500, getting to re-roll any undesired roll when playing with your family or maybe playing a game of solitaire and needing to put a $1 in the swear jar whenever you pull out a buried card.
I probably experience the game a bit differently than most to be honest. I play all the characters rather than just my 4 favourites, and as I level them up I always pick the 4 with the lowest experience so I get a fairly random match-up each dungeon I attempt. Needless to say this can be a bit daunting in hardcore, but it also means I probably tend to grind a lot more gold than if I raced through with just 4 heroes. The upside is it keeps things really fresh and I get to play around with a lot of different combinations. I also stick to my own rules no matter what and get some really hairy dungeon delves with teams I’m amazed survive (and of course sometimes don't). 3 casters with limited gear and spells anyone?
Can we get any impressions on the new classes? I've gotten all 3 to lvl 5 so far then my group wiped. My vanilla characters seemed better, but maybe I just haven't adjusted to their mechanics properly. When I get them to lvl 6, I'm swapping out my SW for the marauder and tackle the new campaign unless he can convince otherwise (or my ogre gets a second melee attack ... I mean come-on, lvl 5 and he still only has 1 attack??)
You are free to copy the spreadsheet and update it, I don't have the expansion, and don't plan to buy it, to be honest : Too costly for what I'd be getting
So guys is this just way better to play on iPad? Is there any difference in graphics from iPhone 5 to iPad 2?
I agree - the Marauder, and maybe even my Ironbreaker (for a true tank role) still trumps the new Irongut class with his fairly limited 1 melee attack. I mean, with the same hit/miss % those with multiple attacks always comes out on top and the Marauder has that in spades (natural melee attack stats, berserker skill, reaction strike, and other skills).
On another note, is it really true that the new classes don't get any more skills after Level 3? (I dont see the "unlocks at level 4,5,6 etc" at their skill lists unlike some of the original characters). If yes, its going to be more boring level-ups from hereon with my all new character party who just got their last skills at level 3.
It's even worse for the Irongut who only has 2 skills (and like I said, no more additional skills on future levels as far as the skill list screen shows) and 1 melee attack . He's pretty difficult to level up and always gets the lowest no of kills from all the characters, what with the low no of attacks and high miss probability in this game.
Irongut got 1 additional active skill and two passive skills for me over two trips to lvl 5. I've given up on him since though