![]() ![]() Once you're "scaling the economy" to allow 3+ mana enchantments across units, you've beaten the game and you're just screwing around. But unit losses can really wreck your progression. ![]() There's no defense for that, you take the unit loss and move on. Similar problem with squads of 100 hp mole beasts, which pop up right next to your ranged units and stomp them into the ground without much you can do about it early game. All of whom could just focus fire their ranged attacks at individual units (preventing all healing with poison) until they were gone. The *first* Allfire Node had four tier-2 plague bearers and 2 undead mages. Honestly, this sounds like you're playing at Explorer.īalanced, Mountain start. AI stacks generally do not contain that much focus fire potential and you'd only run that risk if you bring a >50 HP unit to survive against tier 3 stacks. Originally posted by Kaysoky:3) If focus fire is a concern, then get HP upgrades and other defensive upgrades/glyphs/stack-bonuses. Specific suggestion: Give us earlier and more ways of leveling hired units. Eventually, your levelled units will die. But no one leveled unit is going to survive being focus fired by the AI. Specific suggestion: For one mana a turn, let me enchant TWO units.ģ) Because unit enchantments are so costly, unit deaths become too costly because the main way of powering up is leveling. And often this can come crashing down when locations run out and you need to move your tower. It's not abnormal to spend much of the early game with net +3-5 mana per turn. Specific suggestion: Consider making it -20%.Ģ) Unit enchantments are too costly in mana. This is a pretty common enchantment in the mountains, so it makes it frustrating to even maintain normal stacks. ![]() 50% damage means that ranged weapons become all but useless in battle. I've played this game quite a lot, and I have some suggestions for the developers:ġ) The Strong Winds Battle Enchantment is *way* too strong. ![]()
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