<?xml version="1.0"?>
<rss version="2.0"><channel><title>Suggestions Latest Topics</title><link>https://forums.eletd.com/forum/95-suggestions/</link><description>Suggestions Latest Topics</description><language>en</language><item><title>please change/fix the voting system</title><link>https://forums.eletd.com/topic/95763-please-changefix-the-voting-system/</link><description><![CDATA[<p>
	currently the system tries to find some common ground even in cases in which a vote is 3:1 with 3 people voting exactly for the same thing and 1 person voting for something else. so when 3 people want to play normal mode and 1 person votes insane then the result will be hard which does not help anyone at all. hard is not really close to insane and its also not what the other 3 people wanted, otherwise they would have voted so in the first place. currently this system is abused by persons trying to spite the other 3 people who all voted for normal by voting insane then. imho if the result is as clear as 3:1 then the vote of the 4th person should be ignored, as that person is clearly in the wrong game if he wants something different (bad luck). atm there is just more often abuse with the way its currently working as it is really of help for the majority of players.
</p>]]></description><guid isPermaLink="false">95763</guid><pubDate>Thu, 26 Jan 2017 12:21:41 +0000</pubDate></item><item><title><![CDATA[Some ideas for Dota 2 & Mobile versions]]></title><link>https://forums.eletd.com/topic/95751-some-ideas-for-dota-2-mobile-versions/</link><description><![CDATA[
<p>
	After play them in a enough time, I have some ideas for both versions: Dota 2 &amp; Mobile. I'll merge to one this topic for easy follow.
</p>

<p>
	 
</p>

<p>
	For both:
</p>

<p>
	- Change towers model to what can easy understand, easy remember. I have to play with my friends in local, they can't speak english, hard to say about towers with them
</p>

<p>
	- Change towers name to what can easy remember, example Gods name or depend tower model
</p>

<p>
	- Add 1 life mode same in WarCraft 3
</p>

<p>
	- Random some funny events or easter eggs while playing. Example: some goblins run to a tower and push it, if player touch to them then they'll escape run, if not and have enough time then they'll make tower move to other place or steal it
</p>

<p>
	 
</p>

<p>
	Only Dota 2:
</p>

<p>
	- Add kill streaks in multiplayer like Dota 2. If who have faster wave finish then will show a kill streak on screen for all players. This feature can sell like Dota 2
</p>

<p>
	- Add more music and can custom or random them
</p>

<p>
	 
</p>

<p>
	Only Mobile
</p>

<p>
	- I know the game have optimize for low end devices can play, but how about with players playing on high end devices? How about with a option allow change graphics to good more than
</p>

<p>
	- Is possible make verus with other players? I have feeling little lonely
</p>

<p>
	- Add short mode, start game at wave 16 same in Dota 2
</p>
]]></description><guid isPermaLink="false">95751</guid><pubDate>Thu, 15 Dec 2016 09:35:43 +0000</pubDate></item><item><title>Challenge mode</title><link>https://forums.eletd.com/topic/95705-challenge-mode/</link><description><![CDATA[<p>
	I think u guys should add more bonus for challenge mode , no one gonna play this mode because it's too hard , it's can be compare with rush mode , but rush mode got bounty bonus , challenge mode have notthing , maybe more score multiply can be good !
</p>]]></description><guid isPermaLink="false">95705</guid><pubDate>Sun, 09 Oct 2016 22:06:01 +0000</pubDate></item><item><title>Alternate Tower Feature</title><link>https://forums.eletd.com/topic/95338-alternate-tower-feature/</link><description><![CDATA[
<p>
	For our first major content update, we're aiming to add a feature that let's you select an alternative tower to any elemental combination tower. Essentially, each tower will have a new button that says "Switch to Alternate Tower". Selecting this button will turn ALL of that tower type into its alternate counterpart. Regarding design, each tower should be similar in effect, but its damage type would be one of the other elements that make up the combination, and its purpose would also be different. For example:
</p>

<ul>
<li>
		<strong>Runic Tower</strong> currently deals <strong>Darkness</strong> damage and deals <strong>AoE</strong>. Its ability lets it shoot all targets within a small <strong>AoE</strong> for a few seconds, so it super counters clumps of enemies.
	</li>
	<li>
		<strong>Alternate Runic Tower</strong> would deal <strong>Light</strong> damage and deals <strong>Single-Target</strong>. Its ability would, for a few seconds, cause additional damage for each creep near the target. Aka, an opposite <strong>Laser Tower</strong>, but one that theoretically infinitely scales with slowing/clumping like <strong>Runic Tower</strong>.
	</li>
</ul>
<p>
	To clarify something, <u>you will not be able to have both the <strong>original version</strong> and the <strong>alternate version</strong> at the same time</u>. When you select the button to switch to the <b>Alternate</b>, it'll switch all towers of that type over. You can switch from the <strong>Alternate</strong> back to the <strong>Original</strong>, but it's going to have a long cooldown time.
</p>

<p>
	 
</p>

<p>
	In addition to this feature, for this content update, <strong>Single-Element Towers</strong> will be receiving overhauls with effects that are still pretty basic, but they won't all be overglorified copies of <strong>Cannon &amp; Arrow Towers</strong> anymore. This feature will also make the game considerably easier due to opening up lots more possible builds; however, to counteract that, we'll also be adding more <strong>Creep Types</strong>. Those <b>19 Creep Waves with no abilities</b> in the standard order will probably be cut down to just <strong>5 or 6 Creep Waves with no abilities</strong> (first five). This will naturally make the <strong>Icefrog Boss Wave</strong> harder as well, with more randomized variety to deal with.
</p>

<p>
	 
</p>

<p>
	In total, there are <strong>15 Dual Element Towers</strong> and <strong>20</strong><strong> Triple Element Towers</strong>. There will be a total of <b>7 Creep Types</b>, so excluding the ones we're keeping, we need <strong>2</strong><strong> New Creep Type Ideas</strong>. We need enough ideas to cover alternates for all of those. Feel free to suggest designs from previous versions of the game as well. Please post your comments and suggestions below!
</p>

<p>
	 
</p>

<p>
	FYI, for <strong>Random Mode</strong>, if you feel yourself getting screwed over often, this feature will not force one version over the other. You would still get the option to switcheroo it over the to <strong>Alternate</strong> and vice versa (with long cooldown still).
</p>
]]></description><guid isPermaLink="false">95338</guid><pubDate>Thu, 25 Feb 2016 03:19:44 +0000</pubDate></item><item><title>Score Model</title><link>https://forums.eletd.com/topic/95422-score-model/</link><description><![CDATA[
<p>
	With the recent 1.1 patch, I think it is time to start a discussion on the scoring used by ETD. I'm looking for feedback from the players. What works? What doesn't? I have included the current model as reference;
</p>

<p>
	 
</p>

<ul>
<li>
		All points are multiplied by the difficulty. Normal = 1. Hard = 2. Very Hard = 3. Insane = 4.
	</li>
	<li>
		Each creep killed gives points equal to the wave number + five. So your base points for wave 5 would be 300 ((5+5) * 30).
	</li>
	<li>
		If you don't leak, you get a 25% increase to your base points for the wave.
	</li>
	<li>
		If you complete the wave in under 30 seconds, you get a 4% increase per second to your base points for the wave.
	</li>
	<li>
		If you complete the wave in over 30 seconds, you get a 2% decrease per second to your base points for the wave. Max -100%.
	</li>
	<li>
		You get a networth bonus percentage equal to (ending networth/base networth) to your final score.
	</li>
	<li>
		Networth is equal to gold unspent + gold given if you sold all towers. This means Random gives 11% more.
	</li>
</ul>
<p>
	 
</p>

<p>
	<strong>Classic</strong>
</p>

<p>
	 
</p>

<ul>
<li>
		Game is considered complete after finishing wave 55.
	</li>
	<li>
		If you complete the game in under 40 minutes, you get a 2.5% increase per minute to your base score.
	</li>
	<li>
		If you complete the game in over 40 minutes, you get a 2.5% decrease per minute to your base score.
	</li>
	<li>
		Base networth is the total bounty of all creeps. Normal =  <span style="color:rgb(39,42,52);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:22.4px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;background-color:rgb(255,255,255);">60805. Hard = </span> <span style="color:rgb(39,42,52);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:22.4px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;background-color:rgb(255,255,255);">79445. Very Hard = 90861. Insane = 103951.</span>
	</li>
	<li>
		Each frog killed gives 200 points. Every subsequent wave of frogs gives 20% more points.
	</li>
</ul>
<p>
	 
</p>

<p>
	<strong>Express</strong>
</p>

<p>
	 
</p>

<ul>
<li>
		Game is considered complete after finishing wave 30.
	</li>
	<li>
		If you complete the game in under 20 minutes, you get a 5% increase per minute to your base score.
	</li>
	<li>
		If you complete the game in over 20 minutes, you get a 5% decrease per minute to your base score.
	</li>
	<li>
		Base networth is the total bounty of all creeps. Normal =  <span style="color:rgb(39,42,52);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:22.4px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;background-color:rgb(255,255,255);">69483. Hard = </span> <span style="color:rgb(39,42,52);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:22.4px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;background-color:rgb(255,255,255);">89142. Very Hard = 102373. Insane = 117564.</span>
	</li>
</ul>
]]></description><guid isPermaLink="false">95422</guid><pubDate>Tue, 08 Mar 2016 18:37:02 +0000</pubDate></item><item><title>Hotkeys</title><link>https://forums.eletd.com/topic/95319-hotkeys/</link><description><![CDATA[
<p>
	Okay, I admit this is not really a suggestion about balance, but I just can't seem to find the right area for hotkeys.
</p>

<p>
	I'm kinda guessing this is impossible because of the game engine limitation, but is it really truly impossible for you to define your own shortcut keys like in warcraft and starcraft?
</p>

<p>
	Changing my first skill hotkeys to "L" (because first skill of my builder is Light building) fucks up my tower sell button, because the sell skill hotkey also changes to whatever the first skill button is.
</p>

<p>
	 
</p>

<p>
	Not to mention, when it comes to dual towers, it becomes kinda strange since you are memorizing their location hotkeys rather than the name of the tower itself (which might be good for some people I guess).
</p>

<p>
	So, all I'm asking is: is there really no way to change the hotkeys to use the tower name like in warcraft 3 era eleTD?
</p>
]]></description><guid isPermaLink="false">95319</guid><pubDate>Wed, 24 Feb 2016 03:37:35 +0000</pubDate></item><item><title>Tower upgrade names unnecessary/confusing for new players</title><link>https://forums.eletd.com/topic/95492-tower-upgrade-names-unnecessaryconfusing-for-new-players/</link><description><![CDATA[
<p>
	My suggestion is to remove all the tower upgrade names from 2 element towers and 3 element towers.<br><br>
	 
</p>

<p>
	cons:
</p>

<ul>
<li>
		confusing for new players<br>
		In my first game my friend told me to build a blitz tower.
		<ul>
<li>
				Checking tower table not there
			</li>
			<li>
				asking friend -&gt;upgrade from haste tower
			</li>
			<li>
				upg Haste tower to Biltz
			</li>
			<li>
				read skill description again(because it has another name) and see only damage increase
			</li>
		</ul>
</li>
	<li>
		most players don't know the names
		<ul>
<li>
				I wrote a guide and one of the first questions was of course "Where did you get the  <span style="color:rgb(39,42,52);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:22.4px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;background-color:rgb(255,255,255);">Foundry Tower?"</span>
			</li>
		</ul>
</li>
	<li>
		I think i played the game more then the average player already and still could only guess what a Steam tower or a Wizardry tower is.
	</li>
	<li>
		You can't find the tower-names in game when you don't build the towers.
		<ul>
<li>
				you have to play several games until you see all the names once. How should players get familiar with the names?
			</li>
			<li>
				The average player won't study tower names on the website<br>
				 
			</li>
		</ul>
</li>
</ul>
<p>
	pros:
</p>

<ul>
<li>
		some tower names sound cool
	</li>
</ul>
<p>
	 
</p>

<p>
	<br>
	If you confuse other players when you use the real names what is the point of having them?
</p>

<p>
	<br>
	well 1, well 2, well 3 is clean and every player knows what you are talking about after 2 games.
</p>

<p>
	or just add adjectives like you did with single element towers.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">95492</guid><pubDate>Mon, 11 Apr 2016 22:02:22 +0000</pubDate></item><item><title><![CDATA[Please have "Voting" & "Host" Mode]]></title><link>https://forums.eletd.com/topic/95489-please-have-voting-host-mode/</link><description><![CDATA[
<p>
	Hi,
</p>

<p>
	 
</p>

<p>
	Suggestion.
</p>

<p>
	 
</p>

<p>
	Can creators please allow Host to select mode before game starts? So those who wish to play can stay and load the game together.
</p>

<p>
	 
</p>

<p>
	Currently if I want to play  "insane + express" but not enough vote I can't play with strangers, only can play alone.
</p>

<p>
	 
</p>

<p>
	Allow both Voting Mode &amp; Host Mode please.
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">95489</guid><pubDate>Sat, 09 Apr 2016 05:36:16 +0000</pubDate></item><item><title>Switching to just 4 player maps</title><link>https://forums.eletd.com/topic/95453-switching-to-just-4-player-maps/</link><description><![CDATA[
<p>
	So currently, I've noticed consistently, the game runs smooth in 3-player games, but 6-player, no matter what, is a lag fest until at least two people drop off. I'd like to suggest just going with one version of the map being a 4-player game. This would also go in-line with consistency for, ahem, later modes that are based around 4 players, and we won't want to clutter the initial map choice.
</p>
]]></description><guid isPermaLink="false">95453</guid><pubDate>Sun, 20 Mar 2016 07:18:28 +0000</pubDate></item><item><title>Restart without exiting</title><link>https://forums.eletd.com/topic/95384-restart-without-exiting/</link><description><![CDATA[
<p>
	Is it possible to restart the game without exiting it similar to WC3? Sometimes I am trying to test new ways and timings to place towers and messed up so I have to restart and it's kind of inconvenient to exit and then making another lobby.
</p>
]]></description><guid isPermaLink="false">95384</guid><pubDate>Tue, 01 Mar 2016 20:48:06 +0000</pubDate></item><item><title>All elements leaderboard/mode</title><link>https://forums.eletd.com/topic/95437-all-elements-leaderboardmode/</link><description><![CDATA[
<p>
	As the title states, would it be possible to implement a different mode that also is scored which is an 'all elements' leaderboard? To make sure there is still some sort of thought process you have to kill a boss at every milestone level to get the next level of elements which would be at levels 10, 30 and 50. I feel like it might just be more of a fun mode suggestion with average competitive undertones to it as tower choices aren't limited by the game but by how well the player plans out their build.
</p>

<p>
	<strong>If this suggestion would increase the file size of the map too much then don't mind me.</strong>
</p>

<p>
	 
</p>

<p>
	Things to consider:
</p>

<p>
	• Start with a choice of 2 (possibly 3) elements similarly to express mode
</p>

<p>
	• As stated, you will kill a composite armour boss at levels 10, 30 and 50 in order to get your elements. The first boss will give you the other 3 or 4 elements you didn't choose at the start of the game, second and third boss will give you +1 all elements.
</p>

<p>
	• Waves are increased to... 40 creeps with 10% more health than their vanilla game mode counter parts? This would just make it somewhat challenging to pass the game while also giving you access to all slows, buffs and amplifications with the extra gold provided. I'm not too good with scaling numbers when it comes to gold x damage x health where you keep it challenging but not impossible.
</p>

<p>
	• Mixed waves? 20 fire and 20 earth creeps or 10 light, 10 dark, 10 water and 10 nature or something would also be possible with the access to all elements while also making sure that basic builds don't get abused.
</p>

<p>
	• With more gold comes more towers! At level 45 and 50 you get 2 pure essence at both these milestones, this will allow you to somewhat man handle the stronger and more densely packed creeps at later levels.
</p>

<p>
	 
</p>

<p>
	I'm aware the game isn't balanced around how well you can abuse 3x buff towers with 4x amp/slow towers but I'm sure this would be the most volatile leaderboard when tower changes come around which is always something interesting to see.
</p>
]]></description><guid isPermaLink="false">95437</guid><pubDate>Mon, 14 Mar 2016 23:36:08 +0000</pubDate></item><item><title>hiding element choices in leaderboard</title><link>https://forums.eletd.com/topic/95405-hiding-element-choices-in-leaderboard/</link><description><![CDATA[
<p>
	HEY
</p>

<p>
	 
</p>

<p>
	i think elements/orders/etc, and replays (if theyre even available) should be hidden from the public
</p>

<p>
	 
</p>

<p>
	<img alt="GOAqgBU.png" class="ipsImage" src="https://forums.eletd.com/applications/core/interface/imageproxy/imageproxy.php?img=http://i.imgur.com/GOAqgBU.png&amp;key=8bc85f633d054b11582fab46c766d1e11cb962c2a3e18e4c7654470d59087465" data-imageproxy-source="http://i.imgur.com/GOAqgBU.png"></p>

<p>
	 
</p>

<p>
	everyone is just doing the same build (it goes down for the whole 100 players) and its kind of LAME
</p>
]]></description><guid isPermaLink="false">95405</guid><pubDate>Sat, 05 Mar 2016 04:34:40 +0000</pubDate></item><item><title>Host chooses game mode for all players</title><link>https://forums.eletd.com/topic/95415-host-chooses-game-mode-for-all-players/</link><description><![CDATA[
<p>
	Implement an option for the host to choose the game mode. Easily notifiable to people who want to join with the description in the lobby.
</p>

<p>
	 
</p>

<p>
	Sometimes, you just want some company when you grind those Insane/Chaos/Rush modes.
</p>
]]></description><guid isPermaLink="false">95415</guid><pubDate>Mon, 07 Mar 2016 08:09:50 +0000</pubDate></item><item><title>Creep Stats</title><link>https://forums.eletd.com/topic/95352-creep-stats/</link><description><![CDATA[
<p>
	I really enjoy having the stats of the towers on the main page of the website. It allows me to think about builds while I am at work. Is there any way we could get the stats for the creep waves on the main page as well? I know that during Chaos the stats change.
</p>
]]></description><guid isPermaLink="false">95352</guid><pubDate>Fri, 26 Feb 2016 23:56:04 +0000</pubDate></item><item><title>Mode specific leaderboards</title><link>https://forums.eletd.com/topic/95354-mode-specific-leaderboards/</link><description><![CDATA[
<p>
	Would it be possible to have an individual leaderboard for more modes and categories? Splitting stuff like rush, random and highest wave + frog kills into different categories would be really cool.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">95354</guid><pubDate>Sat, 27 Feb 2016 11:25:06 +0000</pubDate></item><item><title>Sending Element Boss Creeps</title><link>https://forums.eletd.com/topic/95124-sending-element-boss-creeps/</link><description><![CDATA[
<p>In an effort to make <strong>Competitive Mode</strong> feel, well... actually competitive, that is, players reacting to each other and trying to kill each other asides from camping the entrance and praying it works (seriously), I'm suggesting something that'll open way more gameplay options and builds while the same time giving you the ability to screw your opponent over.</p>
<br><p> </p>
<br><p> </p>
<br><p>Picking elements <strong><u>no longer summons elemental bosses that run through your maze</u></strong>. You automatically get the element. That's right folks. You can totally get away with having Level 3 Vapor Towers starting Wave 31. That definitely wasn't remotely possible before even in single-player, not without losing most of your lives anyways. However, single-target towers will be more important than before...</p>
<br><p> </p>
<br><p> </p>
<br><p>Instead, every time you get an element pick, you also get a <strong>Boss</strong> resource! Yay! What's it do? Well, you can spend it to send an <strong>Elemental Boss</strong> at another player! Pretty cool, huh? Here's how it works...</p>
<br><p> </p>
<br><p> </p>
<br><p>At the <strong>Element Summoning Center</strong>, you'll be able to pick your elements as usual, but as you pick each one, <strong><u>it empowers your boss</u></strong>. By default, the boss summon <b><u>scales per five waves, not by what tier it is</u></b>.</p>
<br><ul>
<li>
<strong>Pick the boss element</strong><br><ul>
<li>Let's you pick which element the boss will be.<br>
</li>
<li>Regardless of what elements you have, you can pick <strong>Composite</strong>.<br>
</li>
</ul>
<br>
</li>
<li>
<b>Your boss upgrades with each element pick</b><br><ul>
<li>Here's a list of the upgrades that get added to your boss, depending on which elements you have.<br>
</li>
<li>
<strong>Fire:</strong><br><ul><li>
<strong>​</strong><strong>Healing</strong> - When it dies, it will cause a set number of nearby creeps to recover to full health.<br><ul>
<li>Level 1 - Gives 3 creep full heal version of <strong>Healing</strong><br>
</li>
<li>Level 2 - Gives 6 creep full heal version of <b>Healing</b><br>
</li>
<li>Level 3 - Gives 9 creep full heal version of <b>Healing</b><br>
</li>
</ul>
<br>
</li></ul>
<br>
</li>
<li>
<b>Nature:</b><br><ul><li>
<b>​Regeneration</b> - Every second, the boss will recover a portion of its maximum health.<br><ul>
<li>Level 1 - Gives 0.5% per second hp regeneration version of <b>Regeneration</b><br>
</li>
<li>Level 2 - Gives 1% per second hp regeneration version of <strong>Regeneration</strong><br>
</li>
<li>Level 3 - Gives 1.5% per second hp regeneration version of <strong>Regeneration</strong><br>
</li>
</ul>
<br>
</li></ul>
<br>
</li>
<li>
<strong>Earth:</strong><br><ul><li>
<strong>​Undead</strong> - After it dies, it will revive to a percentage of its maximum health once. Once it revives, its abilities are removed.<br><ul>
<li>Level 1 - Gives 25% creep revival version of <b>Undead</b><br>
</li>
<li>Level 2 - Gives 50% creep revival version of <b>Undead</b><br>
</li>
<li>Level 3 - Gives 75% creep revival version of <b>Undead</b><br>
</li>
</ul>
<br>
</li></ul>
<br>
</li>
<li>
<b>Light:</b><br><ul><li>
<b>​</b><strong>Speed</strong> - At set intervals, the boss will temporarily increase to maximum movement speed, ignoring any slowing debuffs on it.<br><ul>
<li>Level 1 - Gives 1.5 second max speed boost version of <b>Speed</b><br>
</li>
<li>Level 2 - Gives 3.0 second max speed boost version of <b>Speed</b><br>
</li>
<li>Level 3 - Gives 4.5 second max speed boost version of <b>Speed</b><br>
</li>
</ul>
<br>
</li></ul>
<br>
</li>
<li>
<b>Dark:</b><br><ul><li>
<b>​Mechanical</b> - At set intervals, the boss will temporarily become invulnerable, ignoring any debuffs on it as well.<br><ul>
<li>Level 1 - Gives 1.5 second invulnerability version of <b>Mechanical</b><br>
</li>
<li>Level 2 - Gives 3.0 second invulnerability version of <b>Mechanical</b><br>
</li>
<li>Level 3 - Gives 4.5 second invulnerability version of <b>Mechanical</b><br>
</li>
</ul>
<br>
</li></ul>
<br>
</li>
<li>
<b>Water:</b><br><ul><li>
<b>​</b><strong>Image</strong> - At set intervals, when the boss is hit, it will disappear for a moment and then reappear with a nearby illusion that lasts for 10 seconds. The position of the boss itself and its illusion are shuffled. Additionally, if the illusion dies, it will not proc <strong>Undead</strong> or <strong>Healing</strong>.<br><ul>
<li>Level 1 - Summons 1 illusion for <strong>Image</strong><br>
</li>
<li>Level 2 - Summons 2 illusions for <strong>Image</strong><br>
</li>
<li>Level 3 - Summons 3 illusions for <strong>Image</strong><br>
</li>
</ul>
<br>
</li></ul>
<br>
</li>
</ul>
<br>
</li>
</ul>
<p>Up to six different upgrades to the boss (equal to the number of elements you can acquire). Examples of your uber boss at work:</p>
<br><ul>
<li>
<b>6 Elements:</b><br><ul>
<li>​Earth 2, Water 2, Nature 2. Let's pick <b>Nature</b> armor type.<br>
</li>
<li>That gives it 50% <strong>Undead</strong>, 1% per second <strong>Regeneration</strong>, and 10-second <strong>Image</strong><br>
</li>
</ul>
<br>
</li>
<li>
<strong>8 Elements:</strong><br><ul>
<li>Light 3, Fire 3, Earth 1, Dark 1. Let's pick <strong>Composite </strong>armor type.<br>
</li>
<li>That gives it 4.5 second <strong>Speed</strong>, 9 creep full heal <strong>Healing</strong>, 25% revival <strong>Undead</strong>, and 1.5 second invulnerability <strong>Mechanical</strong><br>
</li>
</ul>
<br>
</li>
<li>
<strong>11 Elements:</strong><br><ul>
<li>Let's make it a nightmare for AoE. <strong>Dark 3, Light 3, Nature 3</strong>, and <strong>Water 2</strong>. Pick any of those for armor type.<br>
</li>
<li>4.5 second <strong>Mechanical</strong>, 4.5 second <strong>Speed</strong>, 1.5% <strong>Regeneration</strong>, and 2 <strong>Image</strong> illusions.<br>
</li>
</ul>
<br>
</li>
</ul>
<p>The HP of the boss should not scale as high as a <strong>Level 3 Elemental Boss</strong> currently does. I'm not really sure what scaling should work, but combined with all the abilities, taking one down at the end of the game should be quite difficult, especially with the standard waves coming in.</p>
<br><p> </p>
<br><p> </p>
<br><p><strong>Bosses</strong> do not provide any gold when killed. When it leaks through a maze, the target player loses <strong>3 Lives</strong>. In order to balance this for any number of players, <u><strong>no more than 1 Boss can exist in any player zone at any time</strong></u>. That way, multiple players can't gank up on one guy at once. However, whoever's winning should expect lots of bosses to come his way.</p>
<br><p> </p>
<br><p> </p>
<br><p>You can hoard your <strong>Boss Resource </strong>the entire game, but using it early will ensure someone can't save money all day long in the beginning. Unlike the elemental picks, you will get a 12th <strong>Boss Resource</strong> once someone clears Wave 60. The scaling on this last boss summon will increase by much more, allowing you to really screw someone up during the <strong>Fruit Round of Deat</strong><strong>h</strong>, even if you spent all 11 <strong>Boss Resources</strong> during the standard wave section.</p>
<br><p> </p>
<br><p> </p>
<br><p>I think this addition would dramatically change strategies in multiplayer games, making it different from your standard single-player <strong>Element TD</strong> game. Especially since we're moving to the <strong>DOTA 2</strong> platform, which has a naturally competitive userbase. Right now, the strategy is either "camp the entrance to start the waves consecutively for all the others players" or "save and hoard for the end, hoping you don't get screwed by entrance campers". That's it. One answer to other players right now. Whereas this version, for one, you can safely go any element combination, pick who you want to die (to a controlled extent), and try to survive as other players try to kill you with their bosses. There's actual responses between players. It also lets single-target towers shine much more... right now, they're kind of useless in the end-game compared to mass slowing + AoE.</p>
<br><p> </p>
<br><p> </p>
<br><p>What're thoughts on this idea? And yes, I'd like this as a straight up change to <strong>Competitive</strong> mode, aka the standard multiplayer mode. If you're in single-player, <strong>Competitive </strong>would be disabled and you'd get <strong>Single-Player Mode</strong>, which is the current EleTD mode.</p>
<br>
]]></description><guid isPermaLink="false">95124</guid><pubDate>Fri, 20 Feb 2015 09:25:00 +0000</pubDate></item><item><title>Builder Weapons Redux</title><link>https://forums.eletd.com/topic/3276-builder-weapons-redux/</link><description><![CDATA[
<p>I played a game recently where someone made a simple yet effective suggestion. Give builders an attack. The idea being that it puts more meaning behind builder selection. This in turn makes XP more prominent and that leads to more playtime.</p>
<p>
</p>
<p>
The builder will not be a replacement for the hero. The builder's attack can only be improved (damage, range, speed, splash) with minerals. Each builder will have a unique attack. Variations in element type, range, speed, damage, and splash accomplish this. Yet no builder will be stronger than another.</p>
<p>
</p>
<p>
Thoughts?</p>
]]></description><guid isPermaLink="false">3276</guid><pubDate>Sun, 25 Nov 2012 07:33:57 +0000</pubDate></item><item><title>Alternate Towers and Achievement System</title><link>https://forums.eletd.com/topic/3133-alternate-towers-and-achievement-system/</link><description><![CDATA[
<p>(As this suggestion is not Tower specific, I'm placing it here instead.)</p>
<p>
</p>
<p>
So XP currently has two uses - showing that you've played more than someone else and as you level up, more builder models. Well, honestly it isn't particularly rewarding. Other suggestions have gone around like making the periodic tower a rainbow tower, good ol' cosmetic stuff. However, this suggestion would allow more than just cosmetics and give more depth in gameplay. Since EleTD got featured, there's been a lot more new players, learning players, experienced players, and all that sorts, and it's not hard to get an 8-player game going nowadays.</p>
<p>
</p>
<p>
This is going to be a 2-in-1 suggestion simply due to the nature of the primary suggestion.</p>
<p>
</p>
<p>
</p>
<p>
That said, the <a href="https://forums.eletd.com/Tower-Ability-Wishlist-t2182.html">Tower Ability Wishlist</a> thread has a lot of tower ideas, good ones at that, submitted by lots of different people. I propose another building or separate UI for allowing alternate towers of all the damage towers. In total, there'd be 12 alternate dual-element towers and 12 alternate triple-element towers for a total of 24 alternates in addition to the existing ones. Essentially, instead of say having Quark Tower (Earth+Light), you could instead have (for example) a Static Tower. It has the same purpose of Quark Tower in that it's supposed to soften the creeps, but its execution is different. Let's say Static Tower is the opposite of Disease Tower (Dark+Light) in that it does more damage the higher the creep's hp is, however it is still single-target and short-ranged. It still has the same purpose as Quark, it won't necessarily kill the creeps, but it'll weaken them for other towers.</p>
<p>
</p>
<p>
Now, new players wouldn't catch on to the alternate towers. In fact, it wouldn't even be available to them until they hit a certain XP amount (say Level 5, whatever that XP amount is), at which point the game will point out that the player has access to researching these alternative towers. These towers may have a higher skill cap than the original towers; that's perfectly fine, they're alternates. They will not be better than the original either though, it simply allows for a different option. It will have the same purpose but function differently.</p>
<p>
</p>
<p>
As for how the UI works, could be a button for a tech tree of sorts (for tech tree ideas, Hive Keeper has a good tech tree UI, check it out). As you gain more XP, you'll be able to use it to gain more alternate towers. This tech tree would also have a design that allows you to choose your tower switches at the start of a match. If it's on normal length, these must be made before wave 5. Short mode and very short mode, before the timer goes off. And this is something that would carry over from game to game, so if you're testing out a build, you wouldn't have to set your towers every single time. I suppose another way is to just have the option on each tower, instant build time and irreversible.</p>
<p>
</p>
<p>
</p>
<p>
</p>
<p>
Suggestion number 2, this has been mentioned a few times before (had one thread on it <a href="https://forums.eletd.com/Achievement-System-t2811.html">here</a>), but it never fully expanded into what the achievements are, how much they'd give, etc. And the reason I'm incorporating this suggestion in with the alternate tower ideas is.... before, an achievement system only supported getting players more XP and builder models, aka nothing much. If there was something like alternate towers, then an achievement system would work.</p>
<p>
</p>
<p>
First off, all achievements must be done on a minimum of normal difficulty. Unlike the multiplayer XP gain, achievements would be possible to gain in single-player (in fact, some of these might be nearly impossible in multiplayer games just because it's too easy for someone to screw you up towards some of the crazier ones). The following are a bunch of very basic achievements:</p>
<ul>
<li>Wave 10 - Beat wave 10 on at least normal difficulty, +10 XP</li>
<li>Wave 20 - Beat wave 20 on at least normal difficulty, +20 XP</li>
<li>Wave 30 - Beat wave 30 on at least normal difficulty, +40 XP</li>
<li>Wave 40 - Beat wave 40 on at least normal difficulty, +70 XP</li>
<li>Wave 50 - Beat wave 50 on at least normal difficulty, +120 XP</li>
<li>Wave 60 - Beat wave 60 on at least normal difficulty, +250 XP (arbitrary values are arbitrary)</li>
<li>Dual Tower - Build a dual-element tower, +20 XP</li>
<li>Triple Tower - Build a triple-element tower, +30 XP</li>
<li>Fruit Cake - Get 100 points on the fruit round, +300 XP</li>
</ul>
<p>
Stuff like that. Of course, there’d be some crazy achievements along the lines of Extreme, Very Hard, Chaos, All Random, Normal length, go (lol).</p>
<p>
</p>
<p>
So it’s a very large suggestion, but a good amount of it (the tower ideas, for example) is already there. It would certainly add incentive for replayability and keeping players interested.</p>
<p>
</p>
]]></description><guid isPermaLink="false">3133</guid><pubDate>Sun, 04 Nov 2012 21:15:27 +0000</pubDate></item><item><title>Ranks / Rewards</title><link>https://forums.eletd.com/topic/2415-ranks-rewards/</link><description><![CDATA[
<p>So some of the other fun-ish td's out there right now give you special rewards for completing some sort of achievement like a specific wave cleared on a specific mode etc. Sometimes something as simple as just getting a special SCV to choose from works well or a special in game color... maybe down the line we could bring that to ele td. </p>
<p>
</p>
<p>
*moved*</p>
]]></description><guid isPermaLink="false">2415</guid><pubDate>Fri, 24 Jun 2011 05:46:24 +0000</pubDate></item></channel></rss>
