ok so me and the boys have a list here of levels that seem too strong for the OL and way inbalenced in his favor(some are nigh unwinable)
if any1 has beaten any of these levels without losing more than 3 heros plz comment(please give a generic way that any random hero team could acomplish)
if any feel that we are wrong and that the levels are balanced let us know and thx for your input!
7(Graveyard) too many targets to kill all in 1 turn
13(the summoning) OL take choice A:4 sorcerers,1master,4 skeles. Spawns on first turn useally behind a closed door and always gets summon off on turn 3.
17(bag of bones) impossible to win if OL rushes king to starting glyph
20(two by two)
24(eternal prisoner) very hard to beat 1 extra monster spawned every turn and a demon leader
25(the arena) OL abuses high ground cause no1 can move up to it
26(trial by fire) too many leaders to fight, because with our understanding by the FAQ "leaders may open up their runelock door"
31(puppet master) giants dont need more armor.....
34(reflections no way to catch the Manicore boss u need 6 heros, OL just waits cycles threw deck u lose.
38(throwing stones) another giant with more armor and wait an auto kill ability that he can start useing on turn 2....
40(shreds of Night) lets gimp range even more and destroy some gear very easy cause burn uses a template so he checks for each hero hit.....
41(snake pit) too many HP... extra monster choices are also too good(does RTL really hate melee heros that much?)
42(the secret garden) an undying ghost...reallly? and lets not forget it has trees to make it immune to all melee attacks...(yes RTL hates melee heros that much)
43(cavern of the wyrm) immune to most abilitys that do dmg, and getting swallowed useally kills any hero no matter how many HP in 2-3 turns.
44(the ice tunnels) maybe all the ToI levels should have been a"new" legendary dungeon the heros could clear......