Known issueFixUpdated · 53 replies on Steam
9 Kings: Stone Has a Scaling Problem (Workarounds)
Short answer
No confirmed fix yet. Players suggest: I've tried running poison strategies on King IX IX, but even with full perk support (x1.
The problem
..and is too dependent on Towerdome, which is part of the problem. The only useful unit is the Ballista, and you can't really go for that without an early King of Nature since you have no way of buffing it in any meaningful way. Poison is completely useless after the first few rounds, and soon after so are walls. Moreso since it's just "the wall" a single unit, and as such can be instakilled…
What players suggest
I agree that movement speed scaling is a big problem, especially at King IX+. There simply isn't enough time for slower units/towers to deal with fast units like Imps and Trappers out of the box. In solo at least, you can take the perk that gives you more starting Ballistas, but even with that perk, they are just too slow even at lower difficulties to justify using. The only time I've ever been…
yeah wall base health should probably be doubled. And a decree which makes walls, I dunno recover HP for each total wall level(so all levels of all walls combined) times some amount times the year? ANd yeah the reflect damage thing should be stronger AND that reflected damage should not be taken. So its like %30 reflected but that %30 also is reduced, so you only take %70 of the damage, and have…
I'm just curious if some of you guys have ever tried Raptor Trappers? It was something interesting I ran across in a quest mode stage. And eventually it hit a bit of a critical mass where it was instant deleting the enemies.
Did this work for you?
Source: original Steam Community discussion. Quotes are shortened; all credit goes to the posters. Tags: multiplayer, quest