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Posts posted by m0rph1ing

  1. I agree on flame being weak. Vapor seems like it's best tower placements are usually taken by other towers (nova, windstorm, impulse, tidal). I think tier 3 Duals will be getting a nerf soon. They are significantly better than tier 2 triples in terms of dps/gold.

  2. 1. Don't play very easy

    2. One location is better, especially if you plan on using splash/slow.

    3. The towers are pretty balanced now. There may be some combination of towers that are more effective than others, but it's up to you to figure them out =). Upgrade/build the minimum amount of towers needed to kill the wave. Lower level towers (duals vs triples) are worth keeping if you need that particular damage type or if they are one of the 3 support dual towers.

  3. I think the key here is that tidal is actually much more effective if manually microed compared to letting it autocast. Even if I wanted to douse right when it hit lvl 10, that situation is at most 1/4 of the time. Most of the time, I douse at maybe 5-6 if I need the damage and save for the next wave if I don't. For magic/sorcery towers, autocast is almost always more effective than manual cast. Since magic towers recharge in between waves, it isn't really a fair comparison to tidal, which requires 3 attacks to level up. Wasting a douse can very easily kill you.

    Having an autocast option sounds reasonable, even though I feel that most people would not want to use it. The default should be off though. Tidal has a tendency to max out at the wrong times.

    I agree that knowing which tower is at what level would help, maybe using mana or something.

  4. Healing means when the monster dies, it heals all creeps around it in a 250 aoe for 20%.

    The old healing was that creeps would slowly heal over time, but this has been changed for 4.0.

  5. Mushroom+well works similar to Magic+Blacksmith. Well lowers the cd on Mushroom's ability.

    Ironically, WLN was stronger when ice was a water dmg tower, although it was too powerful at the time. Jolin beat the game using WL with Ice covered by Focused/Refined/Pure Light. Adding Waterfall only made this easier.

  6. In multiplayer, if you rush the person trying to interest whore, they will die. I tried the $$DEF build playing at 4/5 and didnt do nearly as well. Died on level 50 I think. DEF in general is probably viable, since the towers themselves cover weaknesses very well. I'm sure I could beat the game with DEF+double essence. That was the first build I tried on 4.0, although it was on VHXSM.

    Imo, without the $$ opening, the only 3 element builds that are viable are WNL and DEF. It would be hard to change that with nerfs because the reason they are viable is because of elemental strengths/weaknesses, not because of an imba tower. That being said, interest is probably slightly too powerful. I think interest should be nerfed slightly and not come up in random at level 50 or later.

  7. I don't know if they are available as they are from the beta forum drafts, but DDRKirby has posted quite a few $$$ replays. Even though his build speed is faster than anyone here, I think it's still quite possible to pull off.

  8. Winner of challenge sounds pretty reasonable actually. Although Cisz's 1st VH replay is also a no-slow, I guess I was the first to post here? Maybe the first person to complete the challenge gets the winner title, and the rest that complete it get a challenge title? =)

  9. Read the guidelines for uploading replays plz. As Cisz would say, I don't want to try different versions of TFT in order to figure out what version you played it in. Try to play in the latest version if possible, but if you didn't, then say which version you played it in.

    Seems that Kara's essence doesn't prevent 2 element builds from beating the game, although at least essence isn't taken till level 50 in this game.

  10. I'm going to be slightly nitpicky here. Fire at 5 versus Fire at 15 is a no-brainer to me. Your build speed is definitely good enough to get through the first 15 levels without needing an elemental arrow tower.

    Blacksmiths look like they're blocking your optimal damage tower places. I like to put them where they can do their job but don't get in the way as much.

    You also stop arrow interest farming a bit early. I guess at that point, interest farming takes a lotta work, but farming to level 30 isnt that hard when you have elements that cover each other.

    Good job btw. You have a lot less mistakes than I do. I hope 3 element builds aren't the standard builds for 4.0 after Cisz's win and ours also.

  11. Honestly, I don't feel that I innovated much at all. The build I used has been used multiple times before during beta testing and beta forum drafts. I think lesher even called it his bread and butter build at one point. It was simply the build I was planning on trying first for 4.0 anyhow and it happened to be a no-slow build.

    Getting 500k+ networth and 1k+ ronalds was not expected and I guess it could show that interest is probably too powerful in this version.

  12. I think I saw this build first as a game report from DDRKirby. It might've been used later on forum draft.

    Ya, I played really slow, was trying to make sure I get lots of gold. I didn't realize exactly how much gold I would end up with. I think it took me to like 800 ronalds before I realized I didn't upgrade those sorcery towers. Should definitely try to reduce those leaks. I'll probably practice this build until I can no leak it.

  13. My DFE build for zero slow already qualifies for 3 element win, as does Cisz's first VH win. Three element builds r surprisingly decently viable. Looks like the only way to get $ and lvl 3 support as well as lvl 3 damage dual.

    Basic Challenges:

    Beat VHX


    No pures/periodic

    Advanced Challenges:

    No-leak VHX

    No selling towers

    No 6-ele builds and no lvl 3 elements

    No more than 1 of each tower besides arrow/cannon

    Beat VHXSRCM

    No support towers

    2 elements only

    No triples (probably too easy)

    No duals

    7/11 - only towers with 700 or 1100 range allowed

    Be super lucky:

    No-leak VHXSRCM

  14. I think a pseudo-random system would work pretty well. Blizzard uses something similar for % chance of crit strikes. If pseudo-random things such as crits and miss chances can work for warcraft3 and starcraft, then EleTD should be fine with it too.

  15. I think that player rankings matter more than how far you get. If you're playing same random, which is the standard competitive mode, the game difficulty could vary a lot, from randOOms to easy wins. Also, pros tend to rush the other players, so when you play against them, even if you're pretty good yourself, you may lose early because of that.

    Serdelus seems to be thinking of EleTD in a single player manner. Single player EleTD is much, much different than multiplayer. I guess at lower levels, players only think about surviving themselves and not pay attention to the other players, so how far you get in the game is a decent measurement of skill, but at higher levels, adjusting to your opponents' play is key.

    In multiplayer, you play to win, not play to see how many ronalds you can kill. If burning all your cash to rush your opponents wins you the game, then it doesn't matter that you die after 2 more waves because you don't have the interest saved up.

  16. I do think full resell for AP can be an alternative option to normal AP, but the 75% resell version needs to be kept in for competitive/draft play. Maybe put it in 4.1 or something. Full resell AP sounds too easy tbh. Would basically be a for fun mode.

    Also, DotA isn't played primarily against the computer. In DotA, the main enemies are enemy heroes, in EleTD, the main enemies are the creeps. Difficulty between AP and AR/SR should be balanced.

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