Spectral dragon T8 (less damage than the blood dragon, higher resistance to light element, ideal against elves) They could have a requirement, to upgrade, like consuming a group of elemental resources, to upgrade.(not souls, otherwise it would lose the profitability goal).Ĭan choose class forks, to vary utility in battle, depending on the enemies they have.Īrmored skeleton archers T5 (more range less damage, ideal against high mobility units) The only units that would change portrait/aspect when ascending in tier, would be the units as new improved variants, this way they can amplify the group of units, in a more interesting way, without the need to extend/modify the elemental craft slots. In the case of heroes/apprentices, they would be allowed to specialize in each upgrade, choosing 1/3 special skills (final), in the 0/3 stages and divided according to the type of character, arcane, warrior, shooter (compatibility). Skeleton archers tier 2, rank 5 star (Lv.15), can upgrade to skeleton crossbowmen tier 3, rank 0, Lv.15 (level accumulates until reaching final stage 3/3 for tier 6 = base Lv.15,+15+15+15= Lv.60 max), this would involve more types of upgrades, until reaching a total. Instead of increasing the variety, by means of new units (bases), it would consist in that all units that reach the maximum rank, could improve of tier (unique/specific of the type), resetting the rank to 0, but keeping the level and the chosen improvements, with a maximum of 3 tier upgrades, technically it is the same unit, but improved of tier (specialized, 0/3), this would allow a more interesting aspect, for all units, with a much higher scaling and dynamics, resulting in a higher replayability. The game in many aspects is fun, but has little replayability, once you reach spells and high tiers (full development), there is something that could work well in this case (idea), not only to amplify the scale, also to improve the usefulness of all existing units, with a deeper progress.
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