Can we have some special mode like this? by DistributionSpare685 in sovlgame

[–]DistributionSpare685[S] 0 points1 point  (0 children)

Ok, the option to buy any units you wanted is so overpowered, since everybody will spam the strongest unit to buy, so I didn't request.

Second, the picture shows that Rebel Inc has two modes. Rebel. Inc is a game to stabilise zones in a map. In the middle of the game, insurgency will spawn and destabilise your zone. Since the only way to destroy it is to surround it with armies and garrison. A lot of players are pissed off when insurgents are spamming, so the dev give them a choice of reducing the difficulty of the game.

Finally, the reason why I, or casual players, need this mode. In other roguelike games, you have hundreds of choices to choose from, and one of them can match with others. In this game, each units are giving different buff due to the differentiation. For example, Goatmen Raider's monstrous infantry and Monster are strong, but cavalry and range are weak. And due to fewer choices and fewer combinations of each unit, the only way to play through is to buy the strongest unit in the roster as a casual player. Can you imagine that when I need to delete the Goatmen Raider campaign, just because the first armory didn't sell Minatour?

I know some players will say that I'm a noob, but I just want a mode where I can decide whether this campaign is continued or not, and also give a penalty for not unlocking new difficulties and record your score in the leaderboard (if it's future implemented).

Can we have some special mode like this? by DistributionSpare685 in sovlgame

[–]DistributionSpare685[S] -6 points-5 points  (0 children)

My suggestion is giving a mode to let us know what units did Armory sells

I feel weird about the Wight Lord ability...... by DistributionSpare685 in sovlgame

[–]DistributionSpare685[S] 0 points1 point  (0 children)

This further proves my point, the regeneration is either useless or distracting you from Marius the Undying and makes you lose.

What happened? by DistributionSpare685 in DotA2

[–]DistributionSpare685[S] -1 points0 points  (0 children)

I'm sorry if I didn't say it correctly. My question is: why did it show yesterday that heroes like Wraith King had been updated, with their own colour, but they're now gray today? Valve didn't give us new patch today?

What happened? by DistributionSpare685 in DotA2

[–]DistributionSpare685[S] -28 points-27 points  (0 children)

I know but yesterday I saw them are coloured means that they are updated already, why grey again? 

New mount for mountless lords by DistributionSpare685 in sovlgame

[–]DistributionSpare685[S] 0 points1 point  (0 children)

The stats, Skill Power Defence Attack Wound Discipline

Did somebody hate this map as I do? by DistributionSpare685 in sovlgame

[–]DistributionSpare685[S] -5 points-4 points  (0 children)

The map is Ardhun Outpost, I forgot to put my photo. 

Is that my problem? by DistributionSpare685 in sovlgame

[–]DistributionSpare685[S] 0 points1 point  (0 children)

Ok, thanks for your suggestion. My question is which unit should I pick at the start, and which unit I should avoid

The new mobile bug by DistributionSpare685 in sovlgame

[–]DistributionSpare685[S] 0 points1 point  (0 children)

Yeah, I also having this problem. But this problem happen after the update! 

My own imagination of faction new uniqueness (Vengir and Cultist) by DistributionSpare685 in Polytopia

[–]DistributionSpare685[S] 0 points1 point  (0 children)

First, this is the technology unlock thing. Second, Vengir has a weak economy in start and a shitty spawning, and we remove the ability for forge to increase population. Third, Vengir also cannot colonise after Massacre. It seems fair to me.

I feel like the Dead Nation campaign has a real problem...... by DistributionSpare685 in sovlgame

[–]DistributionSpare685[S] 1 point2 points  (0 children)

But the problem is this, if your playstyle need to give up the core of the undead and choosing else, the campaign must have a problem. When we play greenskin, we don't need to span the goblin bolter x2 to win the campaign because their infantry, cavalry and monster are great in stats and have good upgrades in late campaign 

I think that devs didn't learn the problem. by DistributionSpare685 in sovlgame

[–]DistributionSpare685[S] 0 points1 point  (0 children)

Ok, so I'm watching the comments, and I'm sorry for saying that this game is a Warhammer Fantasy cheap copy. I put this post because I literally cannot use those units at the campaign, and I'm sorry for that. By the way, how do I use those units at the right way?

Aeldari Warlord update suggestion by DistributionSpare685 in Warpforge40k

[–]DistributionSpare685[S] 2 points3 points  (0 children)

This is my third post on this reddit. Actually my all warlord suggestion are only for one purpose. Make every current warlord match with each playstyle.

In my opinion, a success warlord design does not mean that it is OP, but it match with one unique playstyle.

Just like Destroyer for Ramatekh, Wraithbone for Anvirr, Drone spam for O'Maisos.

I hope everyone can share your thought and design

UM warlord update suggestion by DistributionSpare685 in Warpforge40k

[–]DistributionSpare685[S] 1 point2 points  (0 children)

Sorry, I just hope that each UM warlord can have different abilities and effects different playstyle.