After having watched you play hours of this game, just two things: 1. Whenever you say "I am going to eco hard after this" it seems to always bite you in the arse 1-2 rounds after. Just because you crushed a wave, doesn't mean the next one will be easy as well. Different damage and armour types really skew the value from wave to wave. 2. You are sending your attackers willy-nilly thinking that an aura is automatically good. You NEED to take a look at your opponent's defence or you are just feeding them money. Like the first game, with the dude going heavy into lifesteal. An aura that makes everyone marginally better doesn't cut it. 3 heavy hitting DPS behind a tank do. Lifesteal is only good if you have a squish target and don't get merc'd too fast, after all. I remember this one game of yours, when you realized your opponent was going full-crab build and you just send one centaur who dealt aoe damage and you crushed through him on every attack.
ye, the lack of tab pressing is stressing me out, i'm admittedly quite a bit higher in elo, so that makes sense, but half of my game is spent on the tab screen xD always happy to see this game played, tho :D
So glad u have found this game, it is really something special. It gets deeper and deeper (and more fun) the further u get into it. Also; how cool isn't it that you can play with people from any continent? Can literally have 1 person from every continent on the planet in the same lobby (in classic) with 0 lag and no issues, it's amazing.
a rule of thumb: the inner range of your ranged units, is how far back you can set your melee units and still protect them. The exception to that is ranged waves.
You can get more value from the Butcher. The front & rear positions only need the unit to have a half square in line with the Butcher. So in total 6 units can get auras, same with the mana one from disciple, the attack speed from the APS.
1:12:16 I agree. I play chaos knights and their leadership powers are so limp. I enjoy 10th overall but it definitly lost flavour. And i love that spicy flavour in my tabletop games.
Been playing legion when it came out in wc3 and have around 150 hours in legion 2 Just some things i noticed which should help improve by even a little bit, at least in 2v2, 4v4 is a bit different cause its always income and chill where everyone is swimming in money and rounds just go to 22+ One thing to note would be the ability to shift queue things up, you can for example press shift and left click workers, sends or king upgrades and the game will queue them up, spending your recources the moment they become ready (Shift and rightclick to remove them) It is pretty convenient cause you dont need to actively watch out for it, every second your worker gets delayed is like a second that lazy fck isnt working, so its inefficient! gotta put em to work It is only delayed when queuing units up at the end of a round, it will wait till the last second and send the units it can, starting from the most expensive For example, you want to queue up a mole and a hermit, at the end of the round you have only 110 mythium tho, so instead of sending the mole it will send only the hermit so you still get the income it works even if you have auto on, it will prioritize whatever you queue up and fill in whatever you got left with income units only Whats also important to note is that the first waves, i believe until wave 9 or 10, not sure, give reduced money to the enemy if you leak units, everything above that actually gives increased money, so those are the more juicy ones where you rather not want to leak too hard. One strategy is to start off rather greedy, prioritizing workers aggressively while working around leaking as little as possible. Enemy do get money if units leak to your middle zone and for damage on your king, so for example if you were playing with someone who can cover your leak you do give less money while being able to put out lots of workers / bullying your opponent with load of mythium early on If for example your opponent plays flamethrowers it becomes quite difficult to get through, they almost solo everything till wave 5, you just need one little sponge on wave 4 to distract a few hits but the rest they manage fine. If you find it too difficult to push through you can instead of sending units spend your mythium on king upgrades, they give the same passive income as income units, so there is no loss to your economy, but you also prevent the enemy from leeching off your send. If you send a snail and your opponent kills it he will get money for it after all. So it can be wise to try and throw less units out that feed your enemy. King upgrades only benefit your team and your opponent has nothing of it. Usually i get king upgrades until like wave 4 whenever i reach 20 mythium while in building phase, getting the spell upgrade early on is helpful if something leaks cause it does splash damage, killing the units quicker does result in your opponent getting less money from hitting your king. Personally my favorite sends early on are either wave 6 with the chunky boys, no idea what they are called now, they do increased damage if they fixate on a single unit, stacking a few times, so they are good if your opponent has few strong units to chunk through Wave 8 is also pretty good because the slimes multiply after being defeated, if you get for example a buff unit like hermit, mole or pack leader even the little ones will receive the buff It depends a little on what your opponent is playing, if they have for example big splash damage a mole is pretty nice because it reduces everything by a small amount, a hermit can try to heal against that as well Pack leaders are pretty brutal here because the slimes will just multiply when killed and the new slimes will still get the damage increase, hitting pretty hard against the right target, the damage increased is fixed (i think 4?), so it doesnt matter what the attack of the unit originally was, its always going to be increased by the fixed number. It is quite costly to save up so much mythium early up tho, but i did win (and loose) some games through that, coordinating with your partner to make sure both players leak is the key here Wave 9 is interesting if your opponents main damage relies on ranged attackers, not magic users mind you, but something like for example harpys, they passively get decreased damage from that source, which is nice Other lanes depend a little on what your opponents are playing, 11,15 and 19 have ranged units so its never bad to accompany them with some tanks tho, its especially brutal on opponents that rely on flamethrowers cause they do no more splash damage, all the other units are standing behind and wont be hit, works the same for the flowes, iron maiden, mask, they dont properly hit the units in the back until the tanks in front are being rid of 16 has i believe 16 models attacking, so a pack leader on this lane is always neat, they hit fast and hard and by adding the pack leader just a little harder, pack leaders become less efficient on lanes with fewer units attacking, you can see the amount of units on a lane when hovering over the icon at the top. 18 is like the crab killer lane, if your opponent spams crab warlock and you dont find a way to get through this is a good way of easily breaking them, otherwise centaurs work well, cause they do splash damage, but they are quite costly, usually i just play for income and save 2-3 rounds before 18 if i face someone who plays lots of crablocks, works most of the time if you got decent workers One more thing to be wary of is whether your opponent sends or doesnt send units. It can be deceiving if your opponent for example saves for one or two rounds, because the game will tell you your power compared to the incoming wave, including the mythium your opponent has saved up. On higher levels it becomes more common to save up mythium for a round or even a few to throw your opponent off. If for example you always just barely scrap by your power level by spending all your money on defense your opponent actively cripples your income, because you are too scared of adding workers. It can be to save up and hit you big but it actually works just as well to scare off your opponent, making them too afraid to do anything but defend The less workers / mythium you have the less your opponent in return needs to spend on his own defense, because there is little danger from additional units you might send, he will steadily get more workers while you are stuck on defense, even if he does save for a round or three he will be economically ahead, one big send plus the additional workers he has accumulated will put him in a better situation then you with no workers and a steadily decreasing defense value
tiny detail, but it's generally okay to send income sends AND upgrade the king, cause while upgrading the king has the same value, you get that income one round later, so in most cases, the "not feeding too much " income strat is "income (sends) king" rather than just king ! good tips overall, tho I guess the more you play the more all of that becomes scouting dependant :D
@@isthou Yea, thats fine as well, just having the income units do their thing to boost your own eco I did specify that i do the king upgrades when in building phase whenever i reach 20 mythium while that is running, maybe i was not clear enough with that, what you said is correct, you can do both just fine, dont wanna loose out on your own eco too much
@@BeeWarrior_ Thanks for the comment feels nice to be appreciated ^^ The game is pretty fun if you are into that kind of stuff, competitive tower defense is just this kind of niche genre that not many devs do i feel like i can only recommend the game if you are interested, its not too expensive and it has a active playerbase, i never really have to wait to get into a lobby Just be wary that the team is super small, i think 3 people? So it takes quite a while for new things to be added or even balance updates if some arise
I could never enjoy playing this myself because of the teammate dynamic, but I enjoy your streams of this game so much I watch them all the way though. 😄
Would be interesting to see some completely far out builds to see if they work. Such as a completely high DPS build with no tanks - can you burn things down fast before they get to you. Completely focus on regen/life steal / healing on tanks for every unit to out last the enemy. Pure minion build
After having watched you play hours of this game, just two things:
1. Whenever you say "I am going to eco hard after this" it seems to always bite you in the arse 1-2 rounds after. Just because you crushed a wave, doesn't mean the next one will be easy as well. Different damage and armour types really skew the value from wave to wave.
2. You are sending your attackers willy-nilly thinking that an aura is automatically good. You NEED to take a look at your opponent's defence or you are just feeding them money. Like the first game, with the dude going heavy into lifesteal. An aura that makes everyone marginally better doesn't cut it. 3 heavy hitting DPS behind a tank do. Lifesteal is only good if you have a squish target and don't get merc'd too fast, after all.
I remember this one game of yours, when you realized your opponent was going full-crab build and you just send one centaur who dealt aoe damage and you crushed through him on every attack.
ye, the lack of tab pressing is stressing me out, i'm admittedly quite a bit higher in elo, so that makes sense, but half of my game is spent on the tab screen xD always happy to see this game played, tho :D
So glad u have found this game, it is really something special. It gets deeper and deeper (and more fun) the further u get into it.
Also; how cool isn't it that you can play with people from any continent? Can literally have 1 person from every continent on the planet in the same lobby (in classic) with 0 lag and no issues, it's amazing.
a rule of thumb: the inner range of your ranged units, is how far back you can set your melee units and still protect them. The exception to that is ranged waves.
You can get more value from the Butcher. The front & rear positions only need the unit to have a half square in line with the Butcher. So in total 6 units can get auras, same with the mana one from disciple, the attack speed from the APS.
Thanks for showing this game, I didn't even know it existed. Looks really fun.
It is! Just picked it up after seeing the precious stream. We'll worth it.
1:12:16 I agree. I play chaos knights and their leadership powers are so limp. I enjoy 10th overall but it definitly lost flavour. And i love that spicy flavour in my tabletop games.
Been playing legion when it came out in wc3 and have around 150 hours in legion 2
Just some things i noticed which should help improve by even a little bit, at least in 2v2, 4v4 is a bit different cause its always income and chill where everyone is swimming in money and rounds just go to 22+
One thing to note would be the ability to shift queue things up, you can for example press shift and left click workers, sends or king upgrades and the game will queue them up, spending your recources the moment they become ready (Shift and rightclick to remove them)
It is pretty convenient cause you dont need to actively watch out for it, every second your worker gets delayed is like a second that lazy fck isnt working, so its inefficient! gotta put em to work
It is only delayed when queuing units up at the end of a round, it will wait till the last second and send the units it can, starting from the most expensive
For example, you want to queue up a mole and a hermit, at the end of the round you have only 110 mythium tho, so instead of sending the mole it will send only the hermit so you still get the income
it works even if you have auto on, it will prioritize whatever you queue up and fill in whatever you got left with income units only
Whats also important to note is that the first waves, i believe until wave 9 or 10, not sure, give reduced money to the enemy if you leak units, everything above that actually gives increased money, so those are the more juicy ones where you rather not want to leak too hard.
One strategy is to start off rather greedy, prioritizing workers aggressively while working around leaking as little as possible. Enemy do get money if units leak to your middle zone and for damage on your king, so for example if you were playing with someone who can cover your leak you do give less money while being able to put out lots of workers / bullying your opponent with load of mythium early on
If for example your opponent plays flamethrowers it becomes quite difficult to get through, they almost solo everything till wave 5, you just need one little sponge on wave 4 to distract a few hits but the rest they manage fine.
If you find it too difficult to push through you can instead of sending units spend your mythium on king upgrades, they give the same passive income as income units, so there is no loss to your economy, but you also prevent the enemy from leeching off your send.
If you send a snail and your opponent kills it he will get money for it after all. So it can be wise to try and throw less units out that feed your enemy. King upgrades only benefit your team and your opponent has nothing of it.
Usually i get king upgrades until like wave 4 whenever i reach 20 mythium while in building phase, getting the spell upgrade early on is helpful if something leaks cause it does splash damage, killing the units quicker does result in your opponent getting less money from hitting your king.
Personally my favorite sends early on are either wave 6 with the chunky boys, no idea what they are called now, they do increased damage if they fixate on a single unit, stacking a few times, so they are good if your opponent has few strong units to chunk through
Wave 8 is also pretty good because the slimes multiply after being defeated, if you get for example a buff unit like hermit, mole or pack leader even the little ones will receive the buff
It depends a little on what your opponent is playing, if they have for example big splash damage a mole is pretty nice because it reduces everything by a small amount, a hermit can try to heal against that as well
Pack leaders are pretty brutal here because the slimes will just multiply when killed and the new slimes will still get the damage increase, hitting pretty hard against the right target, the damage increased is fixed (i think 4?), so it doesnt matter what the attack of the unit originally was, its always going to be increased by the fixed number. It is quite costly to save up so much mythium early up tho, but i did win (and loose) some games through that, coordinating with your partner to make sure both players leak is the key here
Wave 9 is interesting if your opponents main damage relies on ranged attackers, not magic users mind you, but something like for example harpys, they passively get decreased damage from that source, which is nice
Other lanes depend a little on what your opponents are playing, 11,15 and 19 have ranged units so its never bad to accompany them with some tanks tho, its especially brutal on opponents that rely on flamethrowers cause they do no more splash damage, all the other units are standing behind and wont be hit, works the same for the flowes, iron maiden, mask, they dont properly hit the units in the back until the tanks in front are being rid of
16 has i believe 16 models attacking, so a pack leader on this lane is always neat, they hit fast and hard and by adding the pack leader just a little harder, pack leaders become less efficient on lanes with fewer units attacking, you can see the amount of units on a lane when hovering over the icon at the top.
18 is like the crab killer lane, if your opponent spams crab warlock and you dont find a way to get through this is a good way of easily breaking them, otherwise centaurs work well, cause they do splash damage, but they are quite costly, usually i just play for income and save 2-3 rounds before 18 if i face someone who plays lots of crablocks, works most of the time if you got decent workers
One more thing to be wary of is whether your opponent sends or doesnt send units. It can be deceiving if your opponent for example saves for one or two rounds, because the game will tell you your power compared to the incoming wave, including the mythium your opponent has saved up.
On higher levels it becomes more common to save up mythium for a round or even a few to throw your opponent off.
If for example you always just barely scrap by your power level by spending all your money on defense your opponent actively cripples your income, because you are too scared of adding workers.
It can be to save up and hit you big but it actually works just as well to scare off your opponent, making them too afraid to do anything but defend
The less workers / mythium you have the less your opponent in return needs to spend on his own defense, because there is little danger from additional units you might send, he will steadily get more workers while you are stuck on defense, even if he does save for a round or three he will be economically ahead, one big send plus the additional workers he has accumulated will put him in a better situation then you with no workers and a steadily decreasing defense value
I've never played the game but read all your tips, great effort you've put in trying to teach the underlings.
tiny detail, but it's generally okay to send income sends AND upgrade the king, cause while upgrading the king has the same value, you get that income one round later, so in most cases, the "not feeding too much " income strat is "income (sends) king" rather than just king ! good tips overall, tho I guess the more you play the more all of that becomes scouting dependant :D
@@isthou Yea, thats fine as well, just having the income units do their thing to boost your own eco
I did specify that i do the king upgrades when in building phase whenever i reach 20 mythium while that is running, maybe i was not clear enough with that, what you said is correct, you can do both just fine, dont wanna loose out on your own eco too much
@@BeeWarrior_ Thanks for the comment feels nice to be appreciated ^^
The game is pretty fun if you are into that kind of stuff, competitive tower defense is just this kind of niche genre that not many devs do i feel like
i can only recommend the game if you are interested, its not too expensive and it has a active playerbase, i never really have to wait to get into a lobby
Just be wary that the team is super small, i think 3 people? So it takes quite a while for new things to be added or even balance updates if some arise
@@indigo7898 gotcha, ye, income + king is usually the way when you just want your money without feeding too hard :D
I could never enjoy playing this myself because of the teammate dynamic, but I enjoy your streams of this game so much I watch them all the way though. 😄
Hey! That game rocks, I want to buy it since I saw you play. Do you have any creator link to support the channel?
Nope! Just treat yourself!
Would be interesting to see some completely far out builds to see if they work. Such as a completely high DPS build with no tanks - can you burn things down fast before they get to you.
Completely focus on regen/life steal / healing on tanks for every unit to out last the enemy.
Pure minion build
Love this game, very entertaining and would love to see you try deadlock
Damn. I remember playing this map in Warcraft 3. Good times. This game looks fun as hell.
G thanks for making my night Aussie accent brilliant g am from south Africa can u try one of of south Africa's accents
That accent was more New Zealand 😂
Fair play!
@@turinRTS Now that I think about it, actually more like the hideous lovechild of New Zealand and South Africa... 😆
Love your content g thank u for being there in my darkest time
Y'know what? I would love to have a fat nap right about now.
i only started because of you. like in dune
If I put "guardian angel" on the Sakura plant, does it still count as a death?
From a non-Australion, that what a pretty decent Australian 😂 Especially the Bone Crushah 😂
Go Team Haggard!
Could anyone explain what are 3* victory requirements in campaignb here?
Missed the stream by that much
Imma have to go see, if Pwn has Mechabellum videos ❤
gatling, attack speed, life steal seems a fat combo. dps and survival in one
when you go a greedy build that eco you, you should overstack
Turin, loving these games, but can you try some different builds? I get liking a few units, but there's soo many cool ones that you never even try
Ok
Steam is weird in the way that, you may have more friends, if youre a higher Steam Level 😂