Spent the past hour or so doing some indepth attack speed analysis side-to-side with my iphone + ipad. Finally have some time to myself friday night. Results: inconclusive! EDIT: Sorry typo. I meant there's a rather big difference in weapon swing speed. The attack speed thing seem to be pretty accurate, so it can be used as a multiplier when comparing the same weapons. EDIT2: Just finished. Daggers vs scythes: Using the lowest aspd daggers I had (10% and 15%), I completed 10 combos the same time 0% aspd scythe did 7, which means daggers swing approx. 1.25x the speed of scythes. Scythes vs double swords (the other melee weapons that tickled my fancy): exactly the same speed. Scythes vs 2 hand axes: the same Honestly this would be way easier if FM would just tell us! Edit3: Daggers vs scythes 2: Same daggers, 35% and 11% aspd scythes. 7 combos for daggers, 6 for scythes. Extrapolating data, 10 dagger combos means 8.6 scythes. Increase from 7 to 8.6 is ~23%, which matches perfectly with (35+11)/2, confirming linear increase. EDIT4: 1 hand swords and axes attack at the same speed as daggers, that is 1.25x the aspd of the 2 handers. So at least preliminarily, ALL 1 hand weapons attack 1.25x the speed of 2 handers when ddual wielded. Edit5: Finished confirming. Pikes and spears both follow 2 hand attack speed rules. Projectile staffs count as 1 hand. Man FM always so subtle with the"attacks a little slower". A simple 25% faster will do! Or 33% slower, whichever you prefer.
There is no mana to manage. If I am a dwarf, I am starting with about 100 mana. Under the new double tripled nerfed skill sets, I will at most get to use 2 to 3 active skills in a battle. The end result is that I will respec to most of the passive skills and only keep 2 to 3 active skills. If you just have stopped mana regeneration whilst an active skill is on, the spamming part is already almost impossible. Now it just means I stopped thinking of many of the active skills for the more demanding levels. The game is still fun with the units versus mobs and all the actions; just that many active skills are just not part of the gameplay anymore.
Instead of thinking about it as "stopped mana regen", just add the duration directly to the mana cost. So the issue at hand really is the mana cost, not really the fact that mana regen stopped. That's the approach the dev has taken. This allows the option for 2 active spells, effectively "making them cheaper". But I do think an oversight of this potential implementation is of course the fact that every duration spell is very mana intensive. Everything is 50-60 mana, which makes multiple use rather difficult. Honestly, I think halving mana cost AND halving duration is a great balance to just about every duration spell in the game. 25-30 mana is a lot more accessible. Also elven arrow is ridiculously OP. I think you guys added some intentional 0s. It's definitely not just 125% faster. It's probably 125 TIMES faster, causing incredible lag through the sheer attack speed.
Can't get pass wave 4. I decided to go raid instead and I had to run around for 20 minutes avoiding attacks and spawning in elf warriors that would get killed by the ghosts (it's the sandy wasteland level) until the all eventually died and I won.
Normally a unit that you unlock is useful for the next wave On the topic of mana, what if mana regen was halved instead of frozen when using an ability? It would be an effective compromise as Foursaken can adjust mana costs to suit, and people can still have a trickle of mana coming through to somewhat supply them.
Frankly, I can't understand people complaining about mana. This game is not meant to open a spell menu all the time (which really feels uncomfortable), I'd rather prefer 1-3 spells which should be used very situationally. If you pick too many spells from skill trees, don't expect being able to cast them all. Maybe a max number of available active skills would stop all this whinning.
In my opinion enemies deal to much damage now in end game map defend/siege missions. Maxed bannermen and maxed walls get killed in no time. I just had an attack where multiple burrow spiders came, went straight for the two first bannermen and hit them for 180 damage. The Bestiary says their damage is 66. Counter units can't really counter because they die too quickly. My heroes (level 30-50) can't kill the enemies fast enough. It's not really a strategy game anymore, feels more like a fast-paced action game. Of course I have to play for a few more days to be sure, but those are my current impressions of a few dozen map missions (having everything maxed, finished all Waves and final siege).
Devs i'm pretty sure your servers are wonky atm. My friend and i are unable to find players or do versus with each other right now.
I completed Waves 31-33 so far with my Lv26 Engineer (gunner), so it should be doable with your character level. Did you max out most of the unit upgrades already? You may need to consider shifting strategies a bit. Have you completed waves 1-30 before the update? FM said all enemies scale after you have conquered Scarwood Keep.
Well, some of the new Waves were not doable with my Engineer for he couldn't kill the enemies (new orcs) with 120 imbued dmg (repeater rifle) fast enough. Allied ground units just died. But Waves are not what I was referring to. I was talking about map missions after you beat all new Waves and the new Scarwood keep. All units maxed. I did finish Scarwood Keep before, maybe enemies scaled twice? Must play more to be sure.
Without saying too much, what's some advice for the skeleton shield/bomber wave? That one is a pickle for me..
How do you guys pass through wave 32? The orc siege hammerer and other wall destruction units come so fast and so many...
Magic Wall units... magic imbuement and magic bows... pathfinder strategically rolled out... I personally like to roll out iron helms and dreadnoughts, dryads, etc to soak up damage from these heavy hitterz and keep units off walls but haven't tried it on this one yet.
Finally got my characters to 99. Now I only need to farm about 4000 more crystals and then I'm ready for that update!
There's a couple things to note about the new patch. It seems that while legendaries and epics are more common as a whole, the extremely high end weapons still seem to be from pre-patch. FM calls it "super charged" stats, and the odds for those seemed to have changed. I've worked my way through probably over 100k crystals, and some of the stuff from pre-patch has that extra level of stats. ie. I have a 99 damage 10% crit double sword from prepatch, and since then I've only found 99 damage double sword, never again with a crit. I had an 80 damage 20% crit axe prepatch, which becamse 73/15. I've only found 69/15s since. Perhaps it's just luck though.
So what does that mean? I was planning on crafting weapons in the newest version, since FM confirmed legendaries are easier to get. Are you suggesting I should craft in the old version for better stats? Thanks for the heads up, I'll have to test this.