All valid things and good ideas. I’m going to counter hard that Sentinel Hero with Mang can solo 500 factions. With good luck, it makes it easier, but there are so many things that can affect it, I think it’s being overstated. And so what if it makes it a bit easier, it has been made harder recently.
Hero might get a load of attack, but he’s not got 1,000 health/armour. Let’s take Ancient Golem, a staple on the way to Primal Rift final room. Often in 1 room at least and there are 2 team combo’s. Ancient Golem does from memory (completed it last week ) 78 base true damage, has dispel, gets bonus damage from blue gems and often after casting is 33% full. As an example in one fight last week he killed a full health Alderfather at hoard 120 and spell block with 1 cast. Sentinel won’t stop him so easily. AG resides in either team slot 3 or 4, depending on which team. normally tucked away behind 2 stone skin troops.
I think also what we are missing are some things the devs have done with room setups to make faction even harder. They said they were aware of the problem and then introduced more difficult rooms, more rooms to navigate and more things like death mark to randomly screw faction over. Also there’s a lack of imagination with some of the faction troops, that is compounded at high levels because skulls do so much damage and so do simple spells.
We already have 8-10 mana self filling troops hitting for truckloads at faction 500. We had Gimlet added last time round in combo with Lady Ironbeard = 1 troop dead immediately. They added a grief room like Hidden Nest (try doing that at faction 500 regularly in Primal Rift), it just made it harder with nimble and drain/entangle). Average time to win was 30 minutes when doing it for past few weeks.
All HOG takes at faction 500 is for the first two GG’s to either cast, or the top one get boosted with attack and it destroys the usual tactic of Silent Sentinel silencing on skull hit. I tried it today and I denied red/brown and the sentry filled on yellow of course and I’m dealing with the top troop with 500 attack in no time.
I generally get through that room, to then find that Baby Dragons have alert, and that’s the easiest room with TDS. I’m getting to the final room maybe 1:4 but all it takes is sky skull madness, usually reserved for the last troop in the first boss room and it’s finished. If S/S dies, and one skull hit from 750 attack - stick a fork in another delve gone for the day.
Anyway about Primal… to win you need to summon Treants and boost them.
This faction is predicated on you summoning Treant, if you summon him and can get him powered up and you can avoid entangle and you can survive skull hits of 300 from their boosted Green Golem, then you can do it.
So, although reluctant to give devs ideas, they clearly are not doing factions at L500 to see the clumsiness offered up, here’s a view.
So, how about we get a summons after each completed room. We can add a summons after battle, or draw one from paying for it, or maybe when destroying the blocks (another thing that makes it harder) we get a summon. We can use those at any time, limit is set by devs, again not going to suggest the cost/volume or what can be summoned, but anyway. We are restricted to colours and faction troops, maybe we can ‘open up’ the entire faction troop pool this way.
Another thought is the hero, if we think it is too easy with Mang starting out, how about if as part of our summons, we can summon a hero to rescue us, but he only goes where a troop has died and not in top slot. We can then choose what weapon he brings.
Anyway, just thought I’d offer a couple of counters, no doubt there will be gem costs, but that’s the game.
The real problem is stat disparity as has been stated.