It is always worth identifying runes over keeping them unidentified because you can stack identified runes in a very smart way regarding your playstyle, providing a massive experience boost without any (any!) downsides at all.Ī. ![]() Runes scale in tiers (both difficulty and xp reward) as well.Ģ. Since you are very concerned with experience and eventually not progressing anymore, consider this option:ġ. Keep in mind that higher tier maps (including labyrinths) have more waves than lower tier maps therefore even your best low tier record will eventually be broken by beating the same labyrinth on a much higher tier. Eternal Labyrinth) Tier 20 and reach 8.000.000 XP, you will not be given any experience you didn't break your previous record. So if you beat Labyrinth Tier 5 with 10.000.000 XP and you are about to do the same labyrinth (i.e. in ascension how does it work?You will only be awarded the difference between your old and new record, even in labyrinth. They may actually very well be OP regarding some mechanics, but I found just powering through with massive levels and damage, just bruteforcing my way through the mechanics.Originally posted by giuliovhr:im level 600 cause im playng labyrinth from tier 6 to 34 now. ![]() I never felt the need for them or in what situation they would excel in early game where other traps would be found lacking. when it all started with the Arcshard nerf and then continued to other unique items), sometimes these things coincide however where something that's noticed in the endgame can be true for low levels as well.įor example, I have no clue how good bola's are, I've never ever used them or checked out their tier bonuses. I can't be certain as I can't look into their minds, but it seems to me that they are quite invested in making this game last (hah, pun)Įmphasizing "early game" balance over "endgame" is preferential of course and they've done so quite a bit (i.e. Originally posted by Mashee:If it's ascension n+ then pfffttttt I can't imagine even the dev cares! (hey I could be wrong again!) Hmm, they have put a lot of emphasis on "endless" features in this sequel of the original game and extended certain caps over the course of patches (trap masteries, player levels, introducing ascension) and done quite a lot of balance changes that prevent exploitation of endless mechanics (1.1.2 for example with the traps that don't care about health numbers) Ps: yes the proc co-efficient isn't a bad idea. With that said.horse runes with high movement speed modifiers really bake my noodle. If it's ascension n+ then pfffttttt I can't imagine even the dev cares! (hey I could be wrong again!) Is it player level 15 on a tier 3 map on wave 6? Nope. It would be FARRrrRRrrRRR more usefull to get feedback at what specific level conditions a trap critically fails. If it's not the Spin Trap and damage resistance, then it's some other combination that reveals a weakness under certain conditions. however, a standardised "story" map under normal wave release conditions (not inflicted by the player) does not have any such compounding problem like these threads imply.Īs ascension levels grow (this really is absurd late game for any casual, and arguably many will stop before or around ticking over to ascension-1), more and more traps/methods are going to begin to show their weakness and/or fail more quickly, and the same mechanic comes into play the game/map by design must end, lest it is stuck in an endless loop. And I agree with all your observations again. Both are by design to create an end to an otherwise endless game / map. It's just adding more "final nail"s to the coffin on top of it. In the case of Spin traps, part of their strength lies in blocking the enemy's path, but with Wrath levels, enemies get Phasing (They ignore collisions with towers or units) so they already lose most of their viability, and then you get damage resistance on top of that. So you get a double "Using this trap would be a mistake" feeling. ![]() massively increase enemy health/damage/attack speed and then only deal with them with push traps on certain maps) however, certain traps are already considered (Even without taking any modifiers in account) very sub-par compared to other traps. That said though, I'm not opposed to using the game's mechanics against it (i.e. Sending waves faster is a very important part of beating the game on higher ascensions as it stands right now. In addition to the rune modifier that you mention, sending waves faster (Wrath Levels) will also start adding damage resistances. Originally posted by Mashee.am I wrong? Are there levels with innate increased damage resistance per-hit? Certain ethereal maps have innate damage resistance (Perhaps even a few of those juicy Unique ones)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |