Ehhh, their burning damage to survivors should scale - 45+ damage for hitting a lvl 3 walker is a bit steep, especially when they're only taking 5 damage a turn (and their damage a turn does scale with their level)
Burners need balancing they are way to OP at the moment, even many lvls below you the burning damage is to high and should reflect the walkers lvl.
Also I think they need to do something with the spawners they are on fire after all so should get weaker with every spawn until the pile either burns away or burnt out leaving it to spawn regular walkers.
Alternative to the change of spawner the burners should die from the burning after a set % of there max health each turn more than they do at present.
Also I don't know if it's just me but the new map seems to suffer from the screen sliding around a lot more than the other maps..
Another thing please stop with the unavoidable graves too IMO there should always be away to avoid them.
Ah good they take damage. Still haven't gotten to play much. Can you please screenshot where to avoid traps next time you play that mission? I've been going the long way but always trip a tank.
At 1:15 in the video I posted above, a burning zombie comes out of the pile on the top left of the pile. Directly above him you can see an accessible spot. From that spot you can go directly right, above the zombie pile. Later on in the same video at 1:39 when I select Jesse, you can see that his blue outline area extends all the way over to the left above the zombie pile. I think it's more worth it to just spawn the tank and deal with it than run around and deal with the extra two to three turns getting over and around the zombie pile/traps would take.
@DrBOB look @WastelandDan post. He says he had to take a hero over to heal. Then looking at his picture it shows a + mark that looks like a cross or healing sign. Any ideas?
i think the word "heal" should be "help".. just a typo-error.. and about the star gain in each mission, you get only 1 star if any of your survivor gets into a "struggle".. stunned survivor is not considered as "struggle". struggling survivors are those survivors got attacked and held by walkers.. not by traps.
Btw I posted on wikia about the burning zombies at the start of event and have been updating it-level, damage they receive each turn, health, and exp. Since there's no guild reward yet here's how I do this level. The first 2-3 turns are free of walkers if you just go straight down to bottom of map and then go around the tree and between the first grave and zombie pile. First burning zombie will spawn as soon as you found tree, so you have the next turn to kill it. I stack all 3 characters right there and on the next move kill burning walker and move other 2 characters up and around burning pile as far as possible and the next turn use one of them to kill the spawn and proceed to move group down fence and kill walkers inside fence. The first burning pile will keep spawning well away from you so no longer a worry. Just keep your characters moving and kill walkers and burning spawn in front of you being careful not to step on graves. Very easy with 2 hunters and Hunter/shooter team. You can use whatever to hit the nonburning walkers.
BTW was farming it a lil with my hunters on second time through and burning pile in fence stopped producing zombies after 10+ rounds like some of the other zombie piles do on other maps.
yeah. they stop spawning and it seems burning pile of walkers stops earlier than the normal pile of walkers. i guess the other zombies inside just got totally burned before they got out.
@Necroboogie Is it just me or does the burning walkers deal a standard 10% damage of your life when attacked with a melee. Nice to watch them slowly burn to ashes from afar too
Is it just me or does the burning walkers deal a standard 10% damage of your life when attacked with a melee. Nice to watch them slowly burn to ashes from afar too
Yes, I've noticed it's a rounded off number after 10% of max HP.
So here's the deal about helping/healing: If a survivor loses what's left of their HP due to fire damage, they will become incapacitated and another survivor will have to help them out. Incapacitated not being the same thing as being in a struggle.
EDIT: @OldGoth added some further clarification in his message on the next page.
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You can see Ryan walks right over that exact spot in the video at about 1:50.
Zoson's YouTube | Zoson's Video Vault
Also I think they need to do something with the spawners they are on fire after all so should get weaker with every spawn until the pile either burns away or burnt out leaving it to spawn regular walkers.
Alternative to the change of spawner the burners should die from the burning after a set % of there max health each turn more than they do at present.
Also I don't know if it's just me but the new map seems to suffer from the screen sliding around a lot more than the other maps..
Another thing please stop with the unavoidable graves too IMO there should always be away to avoid them.
Also, you can avoid the traps on these challenges... It's just faster to go over them...
Zoson's YouTube | Zoson's Video Vault
Zoson's YouTube | Zoson's Video Vault
Later on in the same video at 1:39 when I select Jesse, you can see that his blue outline area extends all the way over to the left above the zombie pile. I think it's more worth it to just spawn the tank and deal with it than run around and deal with the extra two to three turns getting over and around the zombie pile/traps would take.
Zoson's YouTube | Zoson's Video Vault
Stupid question, but you can heal during missions? How is this done? Do you need a certain class?
Send me a PM if interested
Any ideas?
Since there's no guild reward yet here's how I do this level.
The first 2-3 turns are free of walkers if you just go straight down to bottom of map and then go around the tree and between the first grave and zombie pile. First burning zombie will spawn as soon as you found tree, so you have the next turn to kill it. I stack all 3 characters right there and on the next move kill burning walker and move other 2 characters up and around burning pile as far as possible and the next turn use one of them to kill the spawn and proceed to move group down fence and kill walkers inside fence. The first burning pile will keep spawning well away from you so no longer a worry. Just keep your characters moving and kill walkers and burning spawn in front of you being careful not to step on graves.
Very easy with 2 hunters and Hunter/shooter team. You can use whatever to hit the nonburning walkers.
BTW was farming it a lil with my hunters on second time through and burning pile in fence stopped producing zombies after 10+ rounds like some of the other zombie piles do on other maps.
Is it just me or does the burning walkers deal a standard 10% damage of your life when attacked with a melee. Nice to watch them slowly burn to ashes from afar too
Burning walkers = melee even more useless...
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EDIT: @OldGoth added some further clarification in his message on the next page.