Hallo FlareG and fellow community members,
I LOVE the fact that FlareG is constantly monitoring our feedback and uses it to introduce new updates, hence I d like to present a few of my ideas on how to REALLY boost the usefulness of neglected spells, in the hope that FlareG will implement some of them to improve RR2 gameplay
- Doesn’t toxic cloud look like a smoke screen when your hero casts it?
I suggest that FlareG makes all your units within the radius of the toxic cloud INVULNERABLE for the duration of the spell (4 secs) to all projectiles from enemy units and towers (gargoyles from fire towers and skull bombs should be considered as projectiles too despite the fact that gargoyles SLAM DUNK their bombs “in your face”, and skull bombs do area damage). Poison, ice and fire towers should be able to damage your units normally since they have a melee attack range. (Of course FlareG should increase the radius of the spell to cover more troops, and make it effective)
- Doesn’t the greenish colour of the toxic cloud look like corrosive acid?
My recommendation here is that, although I like the fact that towers have high resistance to poison, it d be REALLY cool if all enemy units and towers would receive ADDITIONAL damage from your units and your melee attacks if positioned within the radius of the spell (because corrosive acid softens enemy armor and tower reinforcements making them more receptive to attacks…like diablo 2’s necromancer “amplify attack” curse).
Anyway, these were my recommendations on the toxic cloud spell, I ll soon post my suggestions on the other spells too.
Please let me know what you think about my recommendations my fellow community members