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The original Dota Auto Chess mod has also struggled with this issue at various points, so it’s not altogether unfamiliar territory for longtime auto battler fans. “With everyone doing the same thing, it often just boils down to who gets the 2-star legendaries first,” the player said. You can offset this by amassing a lot of gold and re-rolling the selection of units you’re presented with repeatedly, but even then, it’s heavily luck-based. The unit store draws from a shared pool, meaning that in pursuit of the same strategy, some players will have more luck than others. “It’s not just boring, it’s an RNG clown fiesta, too,” wrote another player in response. “Now every late game comes into just getting tier 5 units and spamming AOE stuns. “This is such a boring meta,” wrote one player on the Underlords subreddit. Then, once units that cost five gold start appearing in the store frequently, you buy those up as quickly as possible and sell off most of your old units. All the while, you pay careful attention to your economy and make sure you get it up to 50 gold (which is, to be fair, a good strategy in general).
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Here’s how it works: You play as you normally would early on, levelling up units and creating a small handful of synergies. This week, that means balance changes that have led to a meta where expensive late-game units dominate, and there’s not really a good reason to keep building up your army (or associated synergies) once they start appearing in the store. It’s just a means to a very specific end.ĭota Underlords is still early in development, and that means growing pains. But right now, that’s not really the game. Maybe that means a beefy team of brawny boys who are even beefier together than they are apart. Maybe that means a chanting brood of surprisingly survivable warlocks. Ideally, Dota Underlords, like its auto-battler kin, plays out as a game of slow-build strategy in which you amass an army of heroes based on synergies between them.
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