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Karawasa

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Everything posted by Karawasa

  1. Karawasa

    Frostebite

    Why is Ice getting replaced?
  2. Basically, freezes target unit for X seconds (3 levels). If the unit receives damage (spell or attack) while frozen, it will become unfrozen and take double damage from that attack/spell.
  3. Karawasa

    Frostebite

    I don't think it will replace Ice, instead it would replace Roots as that seems to be the best option (being that it is a single target disable).
  4. Well, if you cast it on the first creep, it would essentially push all creeps back. But, I think it would be more practical if it threw enemy units toward the target.
  5. Basically, Flesh Golems are going from getting "XP," per unit killed in a radius around them, to getting their "XP," from damage that they do. As a result, I need someway to determine how much damage a tower did after it attacked, and then do something with that number. Damage dealt SHOULD include bonuses to damage such as buffs etc.
  6. Karawasa

    Flesh Golems

    So, we need to determine how many "attacks," should lead to a level up. Also, I disagree with a constant amount. I think it should be based off damage, it would be good for two reasons. First, you can buff your tower to make it grow faster (strategy). Second, it should grow at a faster rate as the game goes on, starts slow and shitty, gets fast and good later. As a result, we really need to determine how much damage needs to be dealt to level up. Think about it in terms of base damage, how many times should the dude attack at the start for his first level up?
  7. Karawasa

    Frostebite

    Frotsbite - Freezes an enemy so that the next attack that hits it does double damage. The ice shatters after the next attack, and it is back to normal. Thoughts?
  8. Karawasa

    Pulse Tower

    Basicaly, the tower sends out pulses that damage everything in a line, and the pulses go from one of these towers to another (a single one of these towers would ahve to have a different attack) So depenign on how you set up the towers, you could have the pulses go back and forth, or around in a network, shooting these lines of damage back and forth. EAch pulse could have a max total damage that it could deal. I just imagine placing these towers in very strategic places and ahving these pulses of energy shooting back and forth, damaging the spawns that are walking underneath them. Thoughts?
  9. Karawasa

    Risk Tower

    Risk: Has a chance to reduce health by a lot or to give them back a little health. Could have ways to change the amount of "risk," you put in. What do you guys think?
  10. They slide in whatever direction they were moving in. They would slide slower than their movement speed, so even forward would still be good. If a user was to cast it at a bend, it could be devastating.
  11. Basically, this tower would attack a creep, and X seconds later the creep would move back to where it was when it got attacked. Could be very slow and powerful attack perhaps?
  12. -Isolation Nova Added -Barrier Added
  13. It would just slide along the ground, like Spirit Breaker's greater bash.
  14. Then let them stay sucky relative, and not absolute .
  15. AoE channeling spell, freezes ground in AoE. Creeps that run over the frozen ground have a X% chance to slide every X seconds, for X seconds.
  16. @Cisz: Thanks for clarifying, I was admittedly skimming the thread. In that case, I guess it is time I contribute to this thread. I have to lean towards Cisz's version, for the reasons he mentioned. I wouldn't go so far as to say "3 crappy and 12 equal though." I think what it will come down to is 12 combinations that are somewhat equal, and three that are not as good. I say not as good lightly though, a lot of towers are getting replaced, so who is to say that a combination without one of the 8 game making towers will suck? It may not be as easy to win as with another combination, but if we can avoid having combinations that actually suck (in absolute terms) then I am not worried about this at all. Besides, with new abilities comes unforeseen consequences. Perhaps one of these "crappy," builds is actually better then all the rest (as a result of someone perfecting a play style)?
  17. 1 - Enchantment - Always will be game making 2 - Storm - Always will be game making 3 - Ice - See Below 4 - Acid - Always will be game making 5 - Nova - Always will be game making 6 - Glacier - Being replaced with another AoE slow, so same difference 7 - Well - See Below 8 - Gold - See Below I like the idea of focusing on 8 game making towers. However, I was thinking that game making towers should only be triples. Can we do this element shakeup if we replace the three duals with triples? I suggest this, because none of the duals can match the triples in terms of importance.
  18. I agree, this is a great idea. Just need to finish coming up with replacement abilities so that we can determine where to insert them.
  19. I have updated the Development Team and Beta Tester threads to include descriptions of the respective positions. I hope this clarifies questions that people may have had as to what is involved.
  20. @Sancdar: Yes @meateor: I'm not sure how it would work out to be honest. The creeps don't have to stop their action as they are being pushed back, they could continue moving throughout (sort of like fighting the push perhaps). The thing is, with poor placement or usage, the wave would actually hurt you (push creeps forward). At any rate, curious as to what you guys think.
  21. Well, if insta-kill stays in the game, it will only be one tower. For sake of balance, probably won't be able to dodge it.
  22. How about this: Tower sends out some sort of wave (carrion swarm, tidal wave etc.). This wave pushes back creeps as it hits them. Thus, it wouldn't be a slow, but more of an AoE disable.
  23. Not to shoot down the idea, but don't do it like that. More code, objects, triggers etc. is not needed. The projectile doesn't need to increase in size, nor do I want it to (imagine a bunch of towers, would cause lag). This ability in fact shouldn't actually have any special effect other than the number representing additional damage appear above creep once it is hit. The ability should be passive. It should trigger every time the tower attacks. All it is doing is adding the bonus damage to the attack (based on how far the projectile traveled, and the base damage) and then displaying it above the creep.
  24. Here is an idea I stumbled across, what do you guys think: Not sure what to name it, nor the icon for the multiboard. But here is what it would do: 50% chance to dodge any kind of damage that would normally kill.
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