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Everything posted by Karawasa
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True, not very unique is it? Hard to brainstorm some positive effect that you get for only undead kills. Also would like to brainstorm a tower that does not work on undead (preferably a single target slow with some additional effect).
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Good points on the suggested towers. I don't like long range and long cooldown, that was basically Darkness in the past. The chaos tower is interesting, hard to imagine how it would play though. I'd like to hear what other people think of it. Soul Collector Tower: Every undead kill this tower makes adds an insane permanent damage bonus to this tower. Numbers to be figured out later.
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Two proposed ideas: Grave Robber Tower: Gives double bounty if it kills an undead unit. Abyss (some scary name) Tower: Single target slow and armor reducer. Does NOT work on undead.
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Mortar Tower- Long range AOE, but with large minimum range. Like? Dislike?
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Interesting idea, I'll see if it is easy to implement. Back on-topic please, need only a few more abilities/towers brainstormed. Then, a beta can follow shortly .
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Only need 4 abilities.. Looking over the current towers, and the accepted abilities, I have come to a conclusion. At least one of the remaining 4 towers should have something to do with undead classification. We have towers that don't work on mechanical (poison), that work with mechanical (tech), or don't work with either (crypt, life). It would be nice to have one tower (most likely a dual) that works with undead, and *perhaps* another that works for everything but undead. This way, the classification is more relevant to the game.
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Removed poison from the list. Poison requires micro to be used at full potential, and that is something I want to encourage.
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Two ideas for new types of creeps: Persistent: Has a 25/33/50% (number to be decided) chance to not take damage if it would be lethal. Tank: Has movespeed 200 instead of default 300, but only takes 50% damage. Like? Dislike? New ideas?
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seriously? Yes. It might not be a perfect idea, but I think that "Greed," is a better ability in every aspect compared to last hit money.
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Readded money to the list, which will be redesigned into Greed.
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-Greed Added
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Gives gold to the player based on how much damage a tower with this ability (3 levels) does. Should be affected by things like armor reduction, armor type etc. (as should all damage based abilities). It would do it per attack, so there could be a baseline that would determine how much gold is given. For example, the baseline could be 1000 damage=10 gold, so if the tower only does 500 damage then it gives the player 5 gold, and so forth.
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-Hand of Life Added
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This tower would deal less damage based on current % hp of target. For now, I am thinking that the tower should deal its damage*(%hp of creep). So, if it attacks something that is at half life, it will deal half damage and so forth.
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Perhaps there is an easier way to balance this. What if it was based on damage, and gave out a set amount? For every X damage this tower does, you get X gold.
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I think this could be a great improvement on Money towers. Thoughts?
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Could just disable the commands, that way the only information you have is the next wave coming up. Should be suspenseful .
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Would cast a shockwave that doesn't do damage by itself. The shockwave would slow creeps in the line of fire, and also would do DoT to them. Both effects would last 5 seconds, would not stack (but could be renewed).
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That is an interesting idea Cisz. However, I think it is more work than it is worth. With Chaos mode, there will be spam at the start when "good," players get an idea of what is coming. However, it should be tolerable, after all, when one person types -earth, no one else has to. The noobs won't even bother to do it, so there is less to worry about.
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Forget about the name. Do we like the idea of a passive AoE slow/darkness damage?
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I think you did overdo the effects with the one you posted MrChak. Perhaps take this one, touch it up, make the "Final," smaller, and see what we get.
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Custom Unit ID is already being used then.