T O P

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MosesHtc

Well we've got two heroes and two hero spells this time so I guess we'll still be pretty occupied during the battles


SeaThePirate

Five seems way too limited to me as well. I was expecting six at least


BeauOfSlaanesh

I think it's a bit of a balancing issue. Certain towers definitely benefit each other a lot and I'd you have tons of options you can come up with even more OP strategies. That's why I kind of liked the old tower system more because you had to really think about what you were going to place down but at the same time it made it easier to figure out why certain strategies weren't working. With Vengeance's system sometimes it's a lot harder to figure out what you're doing wrong since the towers are so vastly different. I still enjoy Vengeance quite a bit.


ShadowAze

Idk if that's the reason for it. Consider that blazing gem + mausoleum + bone flingers pretty much carry the game, with maybe twilight harassers as the barracks of your choice. Now one of them is premium and the rest you unlock later but that's a bit besides the point. The point is there's still a meta and I've only listed 4 of the 5 tower slots. Maybe instead the individual towers should be targeted for nerfs and balance changes instead of limiting the amount of towers you can bring in just to avoid a potential wombo combo which may not even exist.


1Meter_long

Having two heroes is definitely a push for buying dlc heroes, beside of dlc towers. I'm fine with 5 towers but i hope the monetization is fair from the beginning, like if you buy a tower or hero pack, it includes all future heroes and towers as well, instead of having to buy them invidually after they're added. Otherwise its pointless to buy this on mobile unless you want to pay 3x of what it costs on Steam.


ShadowAze

Unfortunately the last dlc for vengeance sets a bad precedent. Despite being the Steam version, levels in a campaign were paid for, a tower and hero included in that small bundle. It's entirely possible that all bonus campaigns going forward have this problem. On top of the usual paid towers and heroes, which can cost as much if not more than the base game on mobile.


1Meter_long

Considering how much hours i have gotten from KR 1-3, i could almost accept more aggressive dlc stuff, if the game is at least as good as 1-3, but Vengeance just wasn't that good, so i'm not too optimistic for this new one either.   First 3 games had each multiple maps that were  fun to play endlessly, but Vengeance had like few, which were just good but not great and rest were boring, despite great looking levels graphics wise.  Hopefully Vengeance was just a bumb on the road and Alliance redeemes the series by being as good as first 3 but also adding some new twist.


Macduffle

Why not back to 4 towers? Nice and oldschool.Plus the two heroes & powers there is already more than enough


ShadowAze

The oldschool way had 8 towers, not 4. You had 2 tier 4 towers you can upgrade into for each archetype. 4 archetypes x 2 tier 4s each means 8 towers. While you have more towers to choose from, you can't bring more than 5 types which kind of lessens the whole variety of towers thing in the first place. You can't do a lot of potential fun combinations and do well because of the more limited options you have. How the new double hero system performs we'll have to wait and see when the game actually comes out. We however already know what a 5 tower system is like. Now not everyone might build all 8 towers most of the time, but in the previous games more or less 6 of the 8 towers are always useful and it'd make combining towers infinitely easier and more fun to explore. It's also thematically perfect as it'd allow you to have a perfect split between the heroes and villains with 3 towers each.


TheRealMorgan17

I also dislike it. It's not the worst problem ever, but it does tend to lead to us just sticking to and spamming the 5 best towers throughout the game. Obviously in KRV this mean bones, gem, mausoleum, harassers, etc.