I'm not thrilled. A. there is still the multitude of useless drops that we end up selling anyway. B. end-game sieges become too cluttered. I went Frost melee tank god, much like i did in Feudalism II and found much less satisfaction, though it still worked. I'm upset almost all the hunt weapons were swords/sabers/guns and there was like 1 special hammer/axe in the game. I rarely found purpose to use the Tactical pause and respawning is really.... meh... I miss horses as well as having a reason to mix units. 3/5. I hope you add more tactical layers in Feudalism IV and that a melee hero can get past his own line of allies.
first 12 levels: acquire hero level 3... this unlocks cassandra. but nobody cares about her, because what you have to do is unlock her path from the outer rim of upgrades. Yeti,turret, were-tiger, and wait... What is this? a 5th hero! And this hero kicks ass. Her damage is comparable to the epic tank while her speed and tankiness makes Veigraff look weak. Easily will get you through the first 12 levels. Remembe to take popo with you and put any units you NEED at all times on him because popo does not die.(at least until you try for hard badge later. but thats what upgrades are for!)
i find the shotgun best because it mows down infantry, allowing you room to pick up grenadiers for the bunkers/towers/lavs. Also, get "drilling" as soon as possible.
@orangeduck. You can see how it happened. firstly, if the damage is in yellow instead of white, they scored a critical hit. look at the badges below their icon to see what could have activated. also, there is a battle log to see what they played and what happened in text form. finally, if pvp, other players may have popped their equipment specials, such as x2 damage for 1 turn or other such stuff. hope this helps.
I find Karl of the Holy Cross to be the most satisfying character. late game, you can't be hurt by anything less than an elite mounted unit, and you can just hammer the ground and kill 3 at a time. mix it with a nice damage rune of some sort, crits and damage for days. so much fun.
I come back to play this masterpiece every now and then. Just went a full melee composition and charged straight into the backlines, assassinating archers and cornering the king before winning the game. They had 4 archers so I put all my units in one lane and sent them down a line, switching every time they move the archers. Was hilarious.
@tank Chaos can be beaten with cleanse or cards without chaos-able skills. aka pierce, rally, heal, flying, anti-air. I think I might be missing a couple but yeah. strike decks will get wrecked by chaos.
The reasoning the devs provided for upgrades over buffs in first place was imbalance of sealed touneys. What about the cards that don't appear in Packs? Why make level and arena rewards upgradeable rather than buffing them? I don't particularly mind the 20k but it does annoy me. Thoughts?
I would like a rework of the current tournament system. The way it is now(in sealed), you look at your cardpool, determine how far it can get you, and play. The problem is that this is often just 2/0, maybe 4/0 at most. This is quite dull as it becomes a habit, with people only playing 2 matches for best results. I recommend reworking the system so that it encourages playing more matches. It is hardly a "tournament" if the top 25% are people who managed to best 2,3, even 4 people out of a pool of 2000 whose only qualification is gold. It would be pretty cool if you gave mini-awards for tournaments beyond what % the player falls in.
@piplup32. a standard pack is 5k. In tournament, you open 4 of these. therefore, the price is 20k. There is no markup. You also get the added benefit of an extra card and some or all of your money back depending on your draw.
Just a suggestion. How about if we have a card but it is in another deck it appears when we search for it but it is greyed out. Then by prompt we are given the option to pick it out of the other deck. It isn't an issue but it would be really convenient.