Since I always base in tiny bases, (A-11, Tree Base, Top right, Ect..) I'm forced to use the hero alchemist simply because the unit wastes mana attacking units on the outsides of my bases' cliff. I know you can get mana potions, but at the start 30 lumber is a little precious, and also a waste considering i can do it for free. I'm also aware that the unit isn't supposed to be as powerful as the hero, but I think the passive mana costing spell should be removed, OR, my suggestion is to have a button that "swaps" between attacking and no attack, giving the unit no attack and only able to transmute and place mills without having my shift interrupted due to monsters outside.
Alchemist Unit
#1
Posted 04 September 2013 - 09:59 PM
- MaxRulez03 and oufo like this
#2
Posted 05 September 2013 - 10:53 AM
It's also annoying to setup 8 lumber factorys with shift if the alchemist has an enemy in range. It will stop building the mills and attack the enemy.
#3
Posted 05 September 2013 - 10:58 AM
I Agree to that !! Damn .. Alch always keeps attacking. . Alch should have no attack ability if u ask me.
- ImChillYeee likes this
#4
Posted 05 September 2013 - 11:45 AM
OR, my suggestion is to have a button that "swaps" between attacking and no attack, giving the unit no attack and only able to transmute and place mills without having my shift interrupted due to monsters outside.
I like this. Unless Waffle/Nevo intend for alchemist units to be annoying to use.
#5
Posted 05 September 2013 - 01:50 PM
with so many ppl asking we might actually do it..
but since we gonna release 6.42 in a few hours (FINALLY) it will prob have to wait for 6.43 (so maybe 2 months.. sux, i know..)
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