Universal Heroes and Castles 2 (by Foursaken Media)

Discussion in 'iPhone and iPad Games' started by PeteOzzy, May 13, 2015.

  1. Foursaken_Media

    Foursaken_Media Well-Known Member
    Patreon Indie

    New players will be better off now than they were before, so not sure how that applies. The additive damage bonuses end up being greater, early on with lower tier equipment.

    Also, again, we're talking about a handful of skills here. If H&C2 = a handful of skills to you, then we messed up completely in the presentation of this game. Your hero is not and never was meant to be (but I fear had become) a be all end all solo wrecking machine. The unit and hero balance is SO much better now, and I'm having a blast spending more time thinking about my units than just running around one shotting everything in perpetual slow motion or invulnerability, personally.

    All of that being said, I'm not opposed to giving 1 free stat reset per hero - I'll talk it over with connor and see the feasibility.
     
  2. 2hvy4grvty

    2hvy4grvty Well-Known Member

    Feb 10, 2010
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    I really think you’re just pulling my leg now. I’ve literally been doing that. In fact, I’ve been timing it and the effects are minimal. The attack speeds are very similar for me, and I’m using a 25% aspd and a 40% aspd dagger.

    If we had video recording, this is very easy to prove. But give yourself 10 seconds and just normal attack. Do it with 2 daggers then do it with 2 scythes. You don’t even have to hit anything, just count the number of attack animations. Count 2 attacks for the first 3 swings, and 1.5 attacks for the final swing.

    Aspd is in fact worse if there are less enemies. Aspd is also in fact... worse if there are more than a certain number of enemies. The downtimes between the "combos" don't seem to be reduced (don't quote me on this though).
     
  3. Albeolupus

    Albeolupus Well-Known Member

    Mar 1, 2014
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    #2183 Albeolupus, Jun 5, 2015
    Last edited: Jun 5, 2015
    I'm with the developers on this one. Maybe some tweaking needs to be made, but the abilities they nerfed needed it badly. I have a 99 grandmaster and he was so boring to play (near invincible in single player, indefinitely) that I stopped playing him. Now I have to seriously think about when to use heightened senses. It was, perhaps, slightly overnerfed, but not game breakingly so. The grandmaster is fun to play again.

    One thing they could have done to reduce the crying is given everyone 100 free crystals for respeccing with the update. But crystals are so easy to get it is not a big deal.

    Love the update. Keep the good stuff coming!
    Edit: must have been typing at the same time as foursaken media!
     
  4. Master_Quack14

    Master_Quack14 Active Member

    Jun 5, 2015
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    You have to go to a wall to see the full effect... Go replay lvl 29 and just wall rush... dual daggers go 1hit, 1hit, double hit, 1hit, double hit (finish Cycle). Dual daggers full cycle finishes at the 3rd hit of the Scythe/dual Scythe speed. If you use Scythes with IAS% that will detract from the innate crit.

    Also note that Scythes and Spears are intentionally slower because they give you a longer reach vs daggers.

    Don't quote me on it but I believe I read somewhere a few hundred pages ago that someone had the data on it being like 1x for daggers and like 1.7x for Pole Arms. Play style plays a large factor as well. Fast units will be easier to hit with longer weapons. My math is based of target dummy style damage.

    More importantly, whatever epic/legendary armor/runes/weapons will also dictate what works better for your play style. I am pretty spot on with melee so the shorter daggers yield more damage for me, if someone else was not as tactile on their device a longer weapon may yield more over all damage to them.

    I zip around a LOT, so, high stamina cost weapons are a hindrance to me personally, however, if you just camp the castle wall and walk everywhere you may see more output in a swing or two from a big slow weapon.

    Seriously though, grab an elf, go full armor with dual daggers and a full proc build, and a vamp/wide angle rune and you will see what I mean... BTW, Wide Angle is just another multiplier that makes procs very strong :)

    Give it a go, might change your perspective a bit...
     
  5. Master_Quack14

    Master_Quack14 Active Member

    Jun 5, 2015
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    @FoursakenMedia

    I dunno what ppl upset about... With the 'always under attack' you can pick up an average of 10 crystals a battle... 3 battles for a respect... I have been doing this ALL DAY LONG TODAY trying different builds without a single IAP...

    However, for major game overhauls I would just auto refund all talents, but for minor tweaks I wouldn't bother. You guys have been far more generous with the in game currency in H&C2 so I don't see it as a real problem personally*

    Keep up the good work guys!
     
  6. kopicha

    kopicha Well-Known Member

    Feb 21, 2015
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    In almost every game that has talent tree where you can spec and set up skill builds. It's bound to have balancing especially after the game goes into more people hand as people tend to figure out certain cookie cutter spec that makes them overly OP in the game than what the class/character intended to be. So it is not uncommon for situation like this happening where dev realize certain flaws in their skill design and decide to put a nerd bat to them. I saw that you tried to counter someone's point that you don't have gears as great as his/her's so you ain't doing those crazy stuffs like they mentioned. But gears are bound to come to you some day which you are likely to reach the point where he/she is. And you will still turn out to be OP if those tweaks ain't done. I can't even remember how many time I have respec my characters in games like diablo and world of Warcraft simply because blizzard decided to put a nerd bat on my class in certain skill. And you know what? #dealwithit other else give a proper suggestion to what you think could be a better solution and since the dev does read the forum, if you have good suggestions I believe they will look and consider them. All those QQ isn't gonna make a difference at the end of the day. So either you continue to play and deal with it. Or move on to play something else if you can't deal with it. Plain and simple.
     
  7. Master_Quack14

    Master_Quack14 Active Member

    Jun 5, 2015
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    @FoursakenMedia

    Would you be so kind as to provide a specific description of both the 'Wide Angle' and 'Forceful Blows' traits as there is nothing actually saying what they do... Thanks!
     
  8. Myndflame

    Myndflame Well-Known Member

    Apr 18, 2013
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    You know, there's something new that greatly angers me, and it's with those Mummy Pharoahs. If/when they hit me, the Hindrance debuff causes a MASSIVE freeze on my iPad, and it's extremely irritating considering that everything is still going on and I cannot see it.

    If you want to know my device, Foursaken, it's a 32 gig iPad 3 with a WiFi connector.
     
  9. Xieus

    Xieus Well-Known Member

    Jan 31, 2013
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    I suppose another way of looking at it is, with our favorite time duration skill costing much more than they used to, many of us may end up saving our mana exclusively for that skill, essentially rendering all the lesser valued skills unused. Keeping the mana cost on time-duration skills the same as it originally was, yet enforcing a skill recharge time would effectively nerf our ability to spam the skill yet still allow us to be in a position to use other skills. Make sense?
     
  10. hunkyducky1

    hunkyducky1 Well-Known Member

    Aug 9, 2013
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    Just remember devs no matter what sort of fabulous update you do there is always someone who finds something to complain about. But there are plenty of us who appreciate these great updates :)
     
  11. Foursaken_Media

    Foursaken_Media Well-Known Member
    Patreon Indie

    Spam is just one facet of the equation. Flexibility is just as important. This mana change allows for a lot of different ways to manage your abilities, provided you actually manage your mana. You can chain together multiple duration abilities if you want (impossible with cooldowns). You can fire off multiple actives during a duration ability (impossible with a high up front cost on some of the duration abilities like before). Etc. Also a LOT of this is mitigated if you just put a few points into the mana skills of mage or druid (note that most dwarf abilities purposefully cost less mana) - which is another good thing... max mana is more important (was not that great before).

    Cooldowns were an option we explored of course, but ultimately don't want to go. Sometimes they work, but in this game we want mana to be the sole limiting factor.

    I think if you honestly just step back and play, you'll find that you're no longer gravitating towards the same abilities every time you have mana to spend - you may find yourself pausing to think: "Hmmm, which ability should I spend my mana on?" This is a good thing... it means options, and it means balance.

    Just give it a bit and I'll be all ears in a few days after some more time has been put in with this new system (on a grand scale).
     
  12. syntheticvoid

    syntheticvoid Well-Known Member

    Jun 20, 2010
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    Musician & factory worker.
    a[V-O-I-D]
    Well... I finally got a couple hours to sit down and play this post-update, and I'm... I'm just so freak'n happy. =oD

    I went ahead and wiped my data and started from scratch (figured why not, I was only on Wave 8 or so...). I've just reached (again) Wave 8, and can not wait to get back into it. The only reason I'm here now is because I had to take a break to make the kids dinner.

    Anywho... THANK YOU THANK YOU THANK YOU THANK YOU!!!!

    Totally a game I can become COMPLETELY immersed in...


    eee... I'm all giddy...
     
  13. Sambobsung

    Sambobsung Well-Known Member

    May 19, 2012
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    Those freakin orc savages on wave 32. Loving my grandmaster more since I can't just bullet time my way until the wave is over and have to actually think it through which is nice. The mobility cap kinda sucks but it's not too bad. Awesome update.
     
  14. Elsa

    Elsa Well-Known Member

    Apr 7, 2015
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    Arendelle
    Do things like Sword Strike and Warrior Blow still go through walls?

    Devs mentioned UI opacity settings somewhere in this thread; has this been added in the new update?
     
  15. ruggedland

    ruggedland Well-Known Member

    Oct 11, 2011
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    Man, the new endless is crazy after around 5 min mark. The enemies hit literally like a buzz saw that the wall came down in no time. I won't be surprised if there is some glitch in the difficulty ramping up that made it gone haywire. You'll be lucky to survive more than 10 min.
     
  16. Foursaken_Media

    Foursaken_Media Well-Known Member
    Patreon Indie

    I cant recall anything changing with mobility... pretty sure it was always capped at +50%.

    I wish I could remember how to beat the waves :p I think I went max snipers on that mission.

    Yes, they do... but mana abilities have been nerfed vs buildings and keep. Don't remember anything about UI opacity.
     
  17. Foursaken_Media

    Foursaken_Media Well-Known Member
    Patreon Indie

    Lets see what we got here... ah yeah, it does ramp up pretty fast. There was supposed to be a delay on the ramp up, but right now it starts at 150s and the enemies gain levels every 150s. I need to just spend a whole day rebalancing endless. I always hated stat ramp ups, but its often the only way to ensure a player doesnt get to an invulnerability point where nothing can break through. Will have to think about some more ideas.
     
  18. 2hvy4grvty

    2hvy4grvty Well-Known Member

    Feb 10, 2010
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    I will totally agree that rescaling mana cost to account for the "no mans regen" allows for more flexibility and strategy when using multiple skills. However I do also want to point out that maximum mana is a limitation to this ideology. Currently everything justs costs too much mana. I think making everything cheaper while lowering the durations would offer much more flexibility while keeping the same balance you guys had in mind.
     
  19. geno11233

    geno11233 Well-Known Member

    Nov 29, 2013
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    I didn't know there was a cap on mobility :p so any armor on an elf with over +50% mobility is actually capped at 50? Just making sure
     
  20. Foursaken_Media

    Foursaken_Media Well-Known Member
    Patreon Indie

    Just double chcked - afaik there is no cap after all. Its just the movement speed animations that has a cap to it. Is there some reason why people are saying there is now a cap to mobility? I definitely could be missing something so I'll have Connor check it out.
     

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