I don't quite agree with you on your edits. According to you, Mo Dao's combo thrust attack should only be used when there are only weak enemies. From my experience though, in hard mode, the combo thrust is what should be used on strong enemies like champions. Why bother spamming your fingers numb, than to simply hold it down for 1 second to kill the champion? Furthermore, you claim the arc of the spam attack should be used the whole time when facing bullet hells. In reality however, the thrust attack can also destroy a decent amount of bullets due to its long range.
Our play styles may differ, and I respect that. But from my observations and experiences, Mo Dao is a lot more than a weak bullet blocker. I find it to be a major damage and DPS dealer to rely on throughout the whole game. If you will not change your mind, please consider at least trying this strategy in just a single game.
When there are a billion enemies crammed at your blindages, swinging a melee can do lots of damage to lots of minions at the same time. I used frost sword and all enemies were frozen at once. Crystal Crab's Katana can be devastating, too. Plus, my brother runs out of energy often, and he finds it handy to have a melee.
To answer this:
The health of enemies scale up quickly to absurd numbers in later waves (+100% every 15 waves). The same goes for damage, as the quantity of enemies, coupled with the fact that each attack gains 2 more damage per hit after every 45 waves, makes it increasingly dangerous to use melee weapons, not to mention the fact that there are quite a number of melee enemies (Laser Sword Alien, Sword Sleketons, Flame Knights, etc) and you might want to tackle them from range instead.
Also, the health scaling means that you will never be able to take them out easily. In later waves even small goblins could have 32 health, and most melee weapons can only deal with one or a few enemies with exceptions such as Caliburn or explosive warhammer. But again, the health scaling makes them much less effective if not supported by a lot of turrets, not to mention you could just deploy some strong weapons on the turrets and they will last you longer. The upgrade costs will also skyrocket in the later waves, so a melee is essentially meaningless. I would find lasers and the pierce buff more valuable, as while the blindages can hold off enemies, it is generally better to hold them off at range, before they can deal major damage to the barriers.
Finally, the purpose of the turrets is for anyone who doesn't want to spend too much energy. The Crystal Crab's katana spawns a hell lotta spikes, but the damage won't be high enough to tackle the enemies easily, not to mention you might get killed too.
Oh, did I forgot to mention lasers and bosses? Surely I did. Damage of boss lasers don't scale up for balancing reasons, but you'd still die easily. As for bosses, just imagine 5-digit health numbers......
Also, thunder sword relies on 2-damage lightning jumps. In 3-digit waves the damage is marginal, so I generally don't consider using melees in that mode
Hi! Just created a page called Baby Snowmen, which are those things spawned by the snowman eagle and the snowman king. I need some editors to help me since I have no idea how much health/ damage they do. I'm thinking of creating two pages, one for the enemy and one for the entity created by the Snowman Eagle. I'm new to creating pages and you seem like the guy who runs all the edits. Try and get IxXQUEENXxI to help to... or anyone who's interested...
Dakaweewee wrote: Hi! Just created a page called Baby Snowmen, which are those things spawned by the snowman eagle and the snowman king. I need some editors to help me since I have no idea how much health/ damage they do. I'm thinking of creating two pages, one for the enemy and one for the entity created by the Snowman Eagle. I'm new to creating pages and you seem like the guy who runs all the edits. Try and get IxXQUEENXxI to help to... or anyone who's interested...