Would it be possible to add spell/ability usage priorities? Using a 5k+ pyroblast for 300hp (or 1k+ fire blast on 20hp) just makes me headdesk, especially when there is an unhurt mob right next to it.
4 things: (1) the protectopedia is woefully inadequate. I had no idea what the difference between "loot" and "steal" was until I found heroes with those abilities. (2) virtually all of the melee characters are useless (aside from Reavers, those things are evil), just like in the previous games. (3) once Watchers are avaliable, all of the other basic units are rendered worthless. (4) Basic vs Advanced unit balancing needs work. There are lots of advanced units that are rendered worthless because their basic counterpart is much better (Engineer vs Techomancer, for example)
Why do the weaker versions of the weapons become better than their big brothers? The mini nuke ends up doing more damage and fires faster (with less range). The thumper does more DoT than the super thumper...
Has potential. It's a bit too short and a bit too easy, especially towards the end. The arrow storm/arrow rain is a bit over powered too, especially when compared to meteor. Spammable and can be upgraded much faster.
Interesting concept, but flawed execution. Aside from the worker/job ratio, the delay in making characters selectable again (after checking in) is irritating, especially if you're trying to check in multiple people.
Yeah, no. A bible thumping version of "where's wally?", the targeting reticule could be larger. several clicks to get crosses tagged. Rather dull concept, but i do like the sepia...though not much consolation.
if only the RNG wasn't quite as painfully random XD Incredibly frustrating to get to day 40+ only to realise none of the weapons you have are worth upgrading or using anymore