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For the titans, ogre was the best due to the stun, next the pit fiend for the aoe dmg and the grave golem was so bad that i don't even bother to recruit him most of the times, since even high lvl orcs or the ogre could do the tanking for you easily.įor enemies, i wish there were more types. Orcs, nagas and goblins are all needed, and demon wise you only really needed flame imp spam for dmg and mana farming. Undead is so bad that i always got them last, except for the regular zombies because they are excellent expendable units just to annoy enemy waves coming at you and the obligatory 2 banshees for the magic toolboxes. Units had been simplified into 1 mix, which is not bad imo, but a lot of units were useless in this game. And if you want to that ♥♥♥♥ being automatic, rotating flamethrower + ice trap + ice crushers would kill everything easily. Early game you just need to put a boulder and that would kill low lvl units, high lvl ones would survive though but you can cheese them by activating boulder and dropping friendly units near them once they get stunned. Fun fact: if you discover them but there is no nest, you can use them as defenders, since they won't move you can redirect enemies from the overworld to fight them since they are hostile to each other. Neutral mobs are actually dangerous in this game and can ruin you easily. Magic was fun to use and heavily needed in hellish difficulty (mana barrier + meteor + that attack dmg buff spell) and ofc the mvp, the portal making traverse the overworld, a breeze. Instead of watching your snots dig, you could or rather had to go to the overworld and get those points of evilness so they start generating points asap and improved your interaction with the overworld. First of all your snots will dig fast compared to the previous game and you can have +10 of them easy early game and the only thing preventing you from getting 15 is the gold which is around +5k gold for the last 5 snots. Now I will be talking in hellish difficulty here: I feel that Dungeons 3 improved a lot of little things like being able to pick up and drop all your units at the same time, maps being bigger, having an actual story and the VA doing a splendid job. But i really liked that each faction had their own personality and felt different gameplay wise and made the game not as repetitive Your servants would mine very slowly and it would be hard to have more than 8 of em due to lack of population (I know you can improve them later on but still)Īnother annoying stuff in this game is the bard making your traps useless,magic being underwhelming and population limit. Minions had a cooldown between recruitments There was a lot of researching to do between the 3 rooms, mana, toolboxes and forge. If you wanted to research everything it would take a lot of time, because Those bards are just annoying to deal with.ĭungeons 2 felt slow to me, like really slow.
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I prefer 3 just because they solved the Trap issue. The problem I have with 3 is that they tried to combine the playstyle of all of the factions of 2, not really capturing the charm of each to the fullest extent.
#PLAY DUNGEON KEEPER 3 UPGRADE#
Upgrade through scientific experiments in vats. Their vampires are OP and they got tanks that can take everything. However if you manage to push through the risks of the early game, their lategame is OP as all hell. Undead can't heal so you had to build a graveyard which is the only way to revive the undead, or heal them for that matter. Very focused on mana due to that all demons can be revived but at a cost. * Demons: Weak early game but become very strong later game. Strong early game but somewhat weaker late game. Big beefy meat cakes that just charged at things until you smashed through. In 2 there was always one or two bards that were trap immune and disarmed all traps. Their is some good improvements in 3 such as that you can now actually have a automatic trap system that kills everyone.