Two handed melee fighter and arcane mage needs a damage buff imo. Melee doesn't do enough damage for a frontline that isn't really good at surviving enemy melee, and arcane mages for some reason deals less damage than priests, since they miss so often and doesn't have the spell power buff from chaos, dies to insidious creatures/ranged enemies harder than priest(teleport+heal) and archer(more skill points to spare=dodge/stealth).
How are glory points calculated? Killing monsters in different order, doing exp events like magic towers, turns taken and stuff, do those factor into glory points??
This is why Archers are OP.
https://prnt.sc/h77mry
The bows are in order: level 17, level 16, level 16
You can see from the glory points that this IS hardcore.
This game is currently this: survive until your special fills up, then ult. Since unless you grind a lot, the "one shot kill" ult is the most cost efficient skill in terms of damage per unit special bar.
Good team for starters: light>dark-->chaos priest OOOOOO defense>leadership>one hand weapon tank OOOOOO bow>dodge>attack archer
(- > without space changes into > )
Good team for starters: light-->dark-->chaos priest OOOOOO defense-->leadership-->one hand weapon tank OOOOOO bow-->dodge-->attack archer
Priest is just straight up better than mage. Similar damage with better heal and better crowd control. Only thing mage does better is summoning elementals, which is only available at lvl 6+.
Let us choose starting stats. Everytime I want to start a new game, I need to window shop heroes like 5 times to get even a decent team. Low energy on anything but the mage, low strength on mage, and such.
Warrior is the class that is the tankiest AND has the highest damage with better support skills than rogue and marksman. Remind me again how this is balanced?
definitely 5/5
Pros: +++not idle+++hard as heck+++simple and easy to learn+++Dev Score+++Plot
Cons:---music induces some kind of trance---background messes with your eyes
A bit too easy, I should NOT be able to beat the last stage at full three stars at level 45 while also getting the special challenge on the first try. I recommend making extra levels designed for play after full upgrades...otherwise just coming back after getting more upgrades trivialize the challenge modes.
Missed this: clarity on skill description needs work. State that the new skills are auto-cast on *unit*, the stat increase works for *unit*, the upgrade is for *manual skills*, and such.
We indirectly warn about traps ect. For instance, at the dark forest entrance there is a group that says: Recently nobody returns from the forest.