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Some more stats in the unit upgrade screen would be nice. Movement and attack speed stats would really help me choose my units rather than continually testing to see what does what
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For the level 16 epic challenge, it is all a matter of using shield to get strong melee units up to the boss. Units at his feet will not be hit by his attack. Use both melee heroes and the wizard, the fire lord, the angel, the dragon, were-tigers, valkyries, and mighty guardians. If you need cash to upgrade these (and shield+heal) to max level, repeat the level 13 challenge on hard or epic. Use shield intelligently to keep units alive while they cross the "killing field" and get up to the enemy's feet. You may need to heal the units up there once or twice if smaller units manage to do significant damage to them. + if this is useful.
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this game needs some behavior ill rate 4/5 because if you said for example your lord of fire stand there i mean like there dont move just attack like that + me if you agree
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for those of you complaining about the mute button, nearly every game in existince without a mute button, possesses a volume control in the OPTIONS menu, if you are to lazy, and think a mute button is necessary,go make your own game, put one in, go see how fun it is
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lmao, the arrow tower is pretty cool. but i still think normal shooting arrows is better. also, the arrows seem to fall a little short...not cool. one more thing, if its a spell, u shoudl be able to post the tower anywhere. being able to put it only at base defeats purpose... + if u agree
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great game, but a few slight things you should consider.
- Needs an option so that you could turn off sound fx/music WHILE IN COMBAT
- needs a click on minimap cahnges the part you view.
+ I also liked the idea which was mentioned in one of the comments previously (too lazy to find which one since I'm quite sleepy), bout an option to charge past the enemy
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There should be a stay in place or dont move button, where a specific unit can stay in a certain spot of the terrain, therefore being able to do damage from that spot without moving. That would be really helpful in battle.
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how do you use spells? hotkey seems to select something, but when i click nothing happens. and why does it take so much longer for my hero to heal then to respawn?
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The units only go out when the % reaches 101. 1% might be a ridiculous difference, but what if your hero died 57 times? Then you are in trouble with your extra 1%.
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Sorry for the double comment, but also, it would be awesome to tweak your hero's and creature's behaviors. It could be called "training," and it would let certain creatures have priorities (strong creatures against a boss, or weak creatures against other weaklings), when to retreat (there could be a checkbox for "complete attack script before retreating," for instance) and other such things.
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The fine control in this entire series has always been a problem. I don't want my units running out to attack something 20' away when I've just told them to stay put somewhere (and then of course they see something else past it and run farther). While typing this comment I've had my goblins set slightly in front of my castle, I've had to scroll up twice to tell them to STOP CHASING THINGS TO THE MIDDLE AND GET BACK TO WHERE I SAID. ... Nor do I want my units to just sit there when I flag them to a spot that may in some universe be considered nearby; I want them to get the f*** on that spot, not mob about in the vague area around it.
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I just beat level 10 on my first try. It was one of the easiest levels in the game. If you're strong enough (through a careful blend of patience and paranoia), you can bring the castle down to almost zero before the dragon shows up, and then it just takes a second or two to beat. You should send the dragon out sooner and have stronger enemies before then, too.
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@lawlpwntnub It would seem so. It wasn't that way the last time I played but now it seems like all the arrows do is heal Tyrant Lord Baal. I was wondering why the battle took longer on Epic than it did before.
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easy money, lvl 2 metoer blast, lvl 5 goblin tanks, and whatever other units you want (ranged is best) and grind the first challenge level on normal for 80k a pop easy in about 5- 10 minutes with well upgraded units
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epic war one was the easiest of them all to understand and play, plus you got a tower to fire at enemys from, now they are way overcomplecated, plus now if I make my hero go to one place, now when there is an enemy nearby, he charges and dies...thumbs up if you agree.
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super easy way to make money: do goblin madness on hard with dragon maxed send it to castle it'll be distracted by goblins this is good wait or go afk for 10-20-30 mins you will get usually 300 to 400k of gold or i dont know i havent waited that long
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Very good game, if there is ever a Fifth one, you need to fix the fact that troops advance when enemy troops are nearby, we need to be able to post our soldiers somewhere and be confident that they wont move past your commands + if you agree
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i think the big dwarf guy's cannon ball should hit the ground and with a small radius at first kill everything in the radius then upgrade to make radius bigger
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I would also add a score display so you know if you've beaten your previous high score; that and an auto save would put this over the top.
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a very simple way to do tons of damage to bosses (horse, bomb) and the magic army level is use berserk(skill) and then several rain of arrow(skill). if you find this useful + this.
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This game would be pretty cool, at least provided that the NPCs actually moved as directed. The only instructions they ever respond to are the four bottom commands, and they ALL do it, not just the ones that are selected. Though you labeled this a strategy game, this failure of the combat mechanics turns it into a war of attrition: the only strategy involved is that of knowing who your best units are and throwing them into it.
Additionally, there is a SERIOUS combat flaw with ranged attackers. Namely, they can hide behind their own castle and snipe the attacking army at their leisure since the units only attack whatever is closest to them and whatever the maximum range might be. This is what's known as artificial difficulty: it makes the game harder by denying the player a fix instead of providing a challenge.