There is no situation where the goblin central bank is ever worth anything... I have 25 oct coins and my goblin central bank produces 1/25th what my farms produce. It might be interesting if the bank overrode the base income of another building type like slave pen or farm, but since it doesn't it's only as valuable as having an additional 16 farm's output late game.
Agree completely with Hotshot2k4. The game has lost all its heart. It's just check in, wait, check in. There's nothing gratifying, no surprises. When I got the first experience manager the game kind of died
Love the UI changes and the performance increase. Only thing, could we have it so the cash popup appears over the splash art instead of over the buy button so the price of the next purchase isn't obscured?
Buying multiple items (scrap metal) really still hasn't been overhauled for convenience. It takes just as many clicks to buy 100 scrap metal as it did before the change. Would appreciate a click and hold function or maybe changing it so that if you move the counter up to purchase 10 scrap clicking it multiple times could yield 10,20,30 etc instead of 10,11,12
Really wish there was a different border around skills that can only be used outside of battle. Invested a lot to get Sprint and Hide, both looking like very valuable abilities inside of a battle (Sprint: temporary speed boost, Hide: your character takes less enemy aggro) only to find out they are both basically worthless skills that can only affect how you traverse a dungeon.
My biggest problem with the drop system is it leaves a lot of ambiguity on the tower defense scale. I find myself just restarting level 20 every single time I don't get a potion on the first wave. There's so much randomness added in the sequel between the coin drops, the potions, the scrolls, freezing and especially the insta kills chance.
Everything valuable skill has a chance to work and a chance to fail and leaving brilliant ratings (especailly on mission 20) up to those who have charmed the random number generators with clinginess isn't as impressive as making them actually work for it.
Everything is in a convenient hotkey location except for the next wave button. Honestly I'd just prefer to be able to control every hotkey with 1 hand rather than either moving my hand to press enter or moving the mouse to send the next wave. Suggest making the R key an alternate send next wave button
For those of you stuck at level 57, the trick is to go quickly. As soon as the round starts you can triple click to get through the first part. If you go as quickly as possible death has a lot less weight than if you carefully plan each and every jump. Good luck
For those of you who are having difficulty at the last part, you can skip the 2nd corner by just continuing to go up rather than making the left turn without repercussion. After that you should be able to spam jump fast enough when the smashers reset to get all the way to the flag before they have time to crush again. Decent concept. Wished the last level was more puzzle/problem solving oriented rather than dedicated to twitchy platforming skills, but a 4/5 anyway.
None of the weapons feel satisfying to stack. Cannons and lasers (the first lasers) spread out the more you have, Shock waves and particle launchers aren't viable weapons to stack, Stacking Missiles is flat out useless (let's face it, everyone wants them to stack), the second lasers are just pathetically weak when stacked, and while the repeater stacks efficiently, no one wants to stack the weakest weapon in the game. I get it, you want people to diversify their weapon choice, but all in all it just makes every weapon feel lackluster.