![]() After beating nightmare aka floor 120, the next enemies did not die. Originally posted by KingKyubeii:this is weird. The waves after 120 seemed invincible cus no matter how many spells with 9999 aoe dmg i threw at them they just lived thru it.Īlso it would be possible to get that many advisors but we have like 50 or so i think only. ![]() My towers each shot for 1500 damage twice a shot and my spells all capped out at 9999 aoe dmg. This set up didnt rely on ratizens which you described as the hard part of reaching 60-120, Which is just to illustrate my point that Nightmare is incredibly obscure and not really a good measuring stick for balance. I've gone to wave 150 in Nightmare with an obscure set up where I had basically 0 econ cards, 0 bath houses, 0 pop, 0 units, non expanded base, Gold was capped, and the only reason I lost was because I accidently hit space bar. like getting over 1000 advisors is just not necessary or even possible! though again, it can be argued both ways, so I dont have a great solution, The caps need changing, I agree with you on that. I just played a round where raise tax and tax collect were my primary money makers, and it made getting to gold cap hilariously easy, mind you that was also with the help of mines Even with the tax cap of 999. **(not against it, just pointing out the current quo) so even if Nightmare reduced tax, they would need to alter it to force tax to go into negatives. Nightmare mode is an addition to the main game, and adds challenges far more obscure to be considered the 'balance' of the game, I really dont see how every strategy could or even should be balanced to work in a mode that's meant to destroy you eventually.Īlso: as of right now,, you cannot go into negative tax. They could add an option that instead of loosing 3 ratizen you loose 3 tax thus eventually going into the negative same as what happens to the ratizens eventually which is the hard thing about reaching the 60-120 levels :) Originally posted by Crow:Well an argument against the cap would be that after wave 30 and onwards prices are either doubled or income halved. *(Like a little tax mouse holding the clock hand back, or pushing it faster XD I fully support a little timer for when tax is collected, and like a little animation if something has stopped it or sped it up >My point: There are combos that are insanely powerful, but I feel the inconsistent caps across the game should be looked at or normalized for some. because you could easily ramp up your tax to stupid levels early game and cap(again caps all over the place) your gold instantly. If they remove the tax limit, then Raise Tax, Tax Collect, Colony would have to be severely changed. but the caps are inconsistent all over, not sure if its for balance, but you could also argue that 999 tax is too high as well, since that's guarenteed money every what, 5~8seconds? ![]() I agree that Tax capping at 999 doesnt seem fair, since bounty has no limit. ![]() **(That said I've not tried merchant since they nerfed his ability, so not sure) However depending on the strategy, and available cards per run, basically every card has a use. (Nav/Scientist/Builder have 6 nice cards, Commander 5, Merchant 4, shaman 2 as a general over all opinion) With me for example, overall, Merchant would be 2nd choice to remove their cards from a game *(theoretically cause I've never tried removing cards from a game), With Shaman straight up being less useful than any other commander for me. From what i've gathered, there is a lot more to come, but I cant confirm new cards.Īs for the merchant cards, i think its a matter of opinion and strategy per game that would dictate their usefulness. ![]()
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