Emberward
Ramblings - Silas feels about the way a hero should be
Obviously I don't know the dev's longterm vision, but for now I'd say Silas is the most interesting hero to play as. There's a specific strategy to make your mazes more powerful (gold economy), the starting relic involves the same mechanic (money), and so does Silas' power. I'd like to see more heroes like this, focused around specific game mechanics - explosions, spell cards, etc.

I was really glad to see Tiny designed in a similar way, though obviously they're just hilariously powerful at the moment. I'm hoping any balance changes keep the focus on small, carefully thought out mazes. The other heroes are a bit less close, but I think they could get there:

- I'd understand Belloc being a sort of safe default character without any specific way of playing - his abilities are mainly about flame protection. The hammer/axe tower thing is nice if you like those towers, but seems to have been chosen to fit the "knight" theme rather than any mechanical focus. Perhaps the protective shield tiles or damage+ tiles would fit well with both Belloc's theme and his role as a generic defender, if that's what he is meant to be.

- I don't know about Chunk. There's definitely a theme and an interesting difference in playstyle already, but I'm not sure if it all comes together. Chunk felt strong when I used his ability to construct gigantic mazes, and very weak when building space was limited. I might not be using the aggressive construction stun enough?

- Feri is just Feri. They're fine as a tutorial character?


Something I'd prefer NOT to see too much of would be heroes that focused on a specific element, unless it totally changed the way that you used that element. Otherwise you'd end up in a situation where the number of builds that feel strong would be much smaller because you wouldn't have a fully realised electric,frost or poison build without the electric/frost/poison hero - and if you were using that hero, you'd mainly want the one kind of towers.

What do people think? Would elemental heroes be good? Am I using Chunk wrong?
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Showing 1-5 of 5 comments
luks_x 9 Sep @ 7:34am 
I agree with everything.
The game is quite simple even on HC.
Chunk is annoying on many maps, would be nice in endless mode.
heroes with elements is OK, but the creator still has cool ideas.
Last edited by luks_x; 9 Sep @ 7:44am
I wonder if chunk would benefit from being able to crush 1 terrain or corruption tile per round, even if you couldnt then place on the block. I find the big tiles are kinda annoying.
Crystal 11 Sep @ 2:00pm 
Something that needs to be talked about is 'boost density'. I think the reason the new character is so strong is not just because of the number of tiny blocks and the options it gives in your mazing, but also the fact that each block is boosted. For comparison, chunk has so much wasted space. It should be the other way round imo:

* you have lots of OP 1x1 and 2x1 cards, but not many boosts and you'll be drawing more cards overall

* Each card is absolutely gigantic and a little obtuse, but great for sweeping mazes. On top of that, each card has wayyyy more boosts, im talking 5-10.

Maybe the boosts themselves should also be scaled up? Or maybe there should just be more of them? Or maybe the towers are also scaled up? I don't know, but the way I see it is that you're just wasting space with him, whereas tiny can build the best mazes with powerful boosts.

Tiny should probably have fewer starting cards and have no boosts by default so you have to rely on the things you get mid-run like the other characters. Since he only gets 1-3 blocks per card, everything is just a variation of what you start with anyway so nothing REALLY changes. His starting stuff needs to be weaker or more easily diluted. I also don't know about giving him the thing that lets you draw more cards for free, yes it suits him but also all his cards meet the reqs so its just flat out a reduction in difficulty. Maybe reduce the price of card draws, but don't give them for free! :)
Nazenn 14 Sep @ 4:46am 
Agree with what Crystal said

One of Tiny's main advantages is that only having smaller blocks means it is a lot easier to create tight, clean mazes that maximise the amount of coverage you get from your towers and all the available space on a map. That alone makes him very strong and very easy to use once you know how to pair that with towers that take advantage of it.
Combining that with every block having a boost value, meaning every tower you place in the game will get a buff of some sort only multiplies that already strong advantage. Tiny doesn't need the buffs to make him a strong character to work with

The "every block buffed" concept working as an offset to larger blocks that are harder to work with but that reward you for clever use and placement of them would feel much more balanced in terms of making use of both sides of the game design. In theory. It'd also still be a lot harder but that's probably the point

Tiny as he is now feels like a sure win.
NMP 15 Sep @ 7:12am 
I agree that Silas is better defined than others, but I think there is much to be said about the power discrepancy between characters, and how it stems from early runes availability and power. As far as I'm concerned, the power discrepancy makes the stronger characters much less interesting, even in heroic. They just steamroll the whole game. But let's see why that happens.

I think power through the game game is tied closely to the quality and number of runes you have. Towers, synergies and relics do have an impact, but there is less variability than in runes. And there presumably should be : you don't want some towers to be 2.5 times stronger than others for the same price.

The power you get from runes is essentially the product of their strength and the proportion of them in your tileset/deck. So going from nothing to one 150% rune (for like 8 tiles?) is a huge increase in damage, especially when considering that this is going to your best towers on the best few spots. Adding an extra ones is quite as much of a power boost (though still huge), but increases reliability a lot. And so on. Then as you add more it flattens out but reliability increases and other considerations creep in such as how many of them you can cram in a small spot based on shapes (where tiny shines as Crystal noticed). By the point this happens though you're strong enough to beat the run, so I'll focus on the early parts.

What that means is that characters that start with runes, even just a couple, are much, much stronger. Also, Tiny is essentially maxed out from the start. Doesn't matter much what tiles/runes you get. Tiny also gets to draw extra runes, which puts him ridiculously above the others, maybe including Silas, but unclear to me.

So my suggestion would be to mostly give the other characters a bit of a nudge, in the form of extra runes :

- It has been suggested Belloc should have shield runes, wholeheartedly agree!
- Feri should get 50% damage runes
- Silas already has gold runes, and is already stronger than most.
- Tiny should have only 3 strong runes matching his towers, or full weak runes (not 100% or 150%). Maybe an additional mega 1*1 rune for flavor. I want a mega smiley tile.
- Mega runes should give 10% to 20% damage on all blocks (and not follow rune math, such that a 2*2 would get 40% to 80 damage boost), and somehow be easier to place.

I think changes of that nature would do a lot to bring power of characters together, the power curve would be smoother but quite flat - it already is past the first couple encounters. It also definitely is a power creep so balance might need to be adjusted as all character would start out ahead of the curve. I think the solution to the flatter curve could come with more towers, more synergies and better runes if that's where the game is going.

In any case, the game is getting better every update, cheers to Feri Refi and happy play to all!
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