Grubsnik said:
Veritech said:
Fatigue and movement aren't killing my game, they killed it early on. I think my favorite dungeon was one hero zinged across to kill the Leader opening the portal door, a fatigue later was safe in the portal, two of the others raced across the dungeon level using fatigue and movement to grab all the treasures and hit the portal, and the third went back to town since he couldn't cross the dungeon.
What i'm reading from this is:
You don't plant monsters on chests, goldpiles and glyphs?
You don't screen the leader (depends on the level though)?
If the heroes are fast enough, or have the right mix of skills and kit, they can get around this. A hammer attack will clear a chest and an acrobat or flyer will collect coinpiles and activate glyphs regardless of monsters.
I'm sure these guys are at least following these very basic tactics. But they only go so far.
One advantage of having ToI is the ability to always choose shades (can't be hit melee, and therefore most knockback, unless Reaching) to place on chests when they are on offer.