SairiRM wrote:Really like the concept of mechanical enemies made by a scientist with an obsession, and also the enemies seem rather original (especially the fact that some of their abilities are so anti-barracks, yet you need barracks to stall those unstoppable fast beasts), but I really have two problems with them: the lack of magic resistant enemies and flying enemies, which means archers are pretty much useless here.
I hope we'll get the two new type of enemies in the final stage, along with the heroes maybe?
Oh no, you're right! I've broken the rule of every Origins Elite Stage of prioritising archers over all other towers! If the levels, enemies, and new special additions aren't boring and stale, then WHAT WILL BE?!?
Anyways, I have good news! There is an
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!This is a pretty big update, if you couldn't tell. 2 new enemies, the first being Tunnellers, have been added, to further necessitate barracks and Druids forming a crowd-control based strategy, while the second, Absorbatons, have been integrated to make everything much more durable!
The furthering of the barracks-reliant strategy has been balances out by the Tesla Coils, one of the 2 new mechanics added, which are pretty much towers if the enemy could use them. Finally, to balance out the strange need of DPS from Absorbatons in a mainly crowd-control campaign, the special tower, Mechanical Marvel Mark 1 is here!