Have a feeling it will boil down to the same strats as raid does when stats scale far enough - nullification (barrier), 1:1 enemy stat scaling (stuff like Mang, Warlord’s Battlecry, etc), and looping. Luckily, using just Beasts and the hero means you can do all three (IF you have key troops, more on that later), so at least for the time being, they are going much faster than raids. Also, for the first time since he was implemented, Bunni’Nog is, at least for a brief time between maybe stages 4 and 7 of the event, optimal. His spell is still hot garbage, though… I have no idea why that is still a conditional double damage and not conditional triple.
I’d imagine this event would be more than just a little more difficult if you don’t have Forest Guardian when it started, and given its not an event week for that and its not in soulforge, I see that as a bit of a potential problem if one of your best tools is left completely off the table with no real way to obtain it if you don’t just happen to luck into having it already. Raids seem to coincide with their event, they aren’t advertised in advance (we have subject to change spoiler data, but most of us going this far already have most of the key troops), so someone could potentially chase a key troop with gems or even make cash purchases. The random troops from the tiers are rarely enough to get a legendary, let alone the legendary you need. Without even a clear path to obtain a specific tool during the period when you might need it most, I can see this causing a lot of frustration as the player just behind the curve with no way to get ahead of it through careful saving, etc. There needs to be a path to obtain key troops for a given Invasion event during said invasion other than 1 in 10,000 luck.
Weapon, while following the same archetype as the crappy raid one, is a bit better this time because it better fits the content. Hero at least can be a Beast to get the full 16 spawn, it spawns useful colors for the things it is paired with, and unlike raids where the boss has an all colors instakill spell, you might have a battle where missing an extra turn wont straight cost you a troop or the game. Still, these do pitiful damage and I believe they could use a double or triple damage condition, or something other than just a tiny amount of damage. Want your 250 gem incentive to consistently be worth 250 gems (or at least the extra 150 gem commitment) to incentiveize more buys? Buff these weapons to be an effective tool for the content over beyond the first few stages for a low level player. As it stands, they are barely usable as that. This is a reward tier I will stop buying next rotation if they continue in their current state, even if it means more empty slots in my weapon collection and they have absurd costs later down the road.
- Event still looks like it will get samey after a while
- not having a key troop and not having a path to get said troop during an event is likely a very frustrating experience
- weapon is a bit more appropriate but still sucks. Please buff these to be effective on the content they were designed for, if not optimal at least for some people that are able to participate in the content