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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.
* 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! :)
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.
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!