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Everything posted by Karawasa
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Orb of Slow = our enemy...besides they are already using an Orb.
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Is it possible that the damage is simply spread too thin? Unless five creeps are in your sight, the tower is not at full effectiveness. What if we reduced the number of targets in "Storm" mode from five to say four or even three? We could then increase the base damage to adjust and the tower would be less affected by this flaw. What do you guys think of that? In regards to Muck (Sludge), we are going to be increasing tier one triple support power (i.e. up from 7%). Oblivion is getting the axe so what fails now will not fail in 4.2 .
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Both Hydro (Spout trigger) and Quaker (Dinosaur Attacks trigger) could use this in place of their % chance to fire.
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They are abilities on a Spell Bringer (think Enfo's) in Super Weapons mode.
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I changed the attack speed to 0.66 (adjusted for damage though) so perhaps that will help...
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As we discussed on IRC, it would be wise to update old spells to work with Spell Event. I've included a list of triggers that would benefit. BoomerangChainLightningDeathwaveDouseDuplicateExplodeFrostbiteMagicMaledictShockwaveShrapnadeSlashSpiritHelixSplashStorm
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I have beef with randomness, it can be anti-competitive. While I think Drowning is quite acceptable, I am not as thrilled about Quaker and Hydro. Quaker I'm willing to let slide because it seems to work well. Hydro though, I think the randomness should be removed. What if Hydro was 100% chance to fire (damage adjusted) with attack speed of 1.5? Thoughts?
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Towers left to "replace" are Vapor and Mushroom, perhaps that will help in brainstorming/selecting abilities.
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Updates from IRC; -Creeps bought go to "next" player -Nix the "page" idea, instead use upgrades (traditional) or some dynamic creep add/remove function (bold) -Increase in income = bounty
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Here are some ideas I had; Sleep is good, keep it.Gold theft is good, keep it.Refresh is good, keep it.Change the heal from AoE to wave (chain).Combine armor/speed bonus into one AoE ability (i.e. one time cast not a 30 second duration). Not sure about what to add yet...I'll update later with some ideas.
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In my opinion this mode could be a great one. I say could because the current abilities seem to be lacking. This thread is about brainstorming new abilities to replace the ones that are lackluster. Let your imagination run wild, this is Super Weapons after all. Below you will find a list of the current abilities. We can certainly keep the ones that work, make that clear in your post if you think some should be salvaged. Summons an armorer that shields nearby enemy creeps. Grants 9 additional armor.Forces the sale of target tower. Owner will be refunded fully.Summons an inciter that frenzies nearby enemy creeps. Grants 20% increased movement speed.Heals creeps for 33% of their maximum HP.Gives you +1 life.Resets the cooldown on all of your Spell Bringer spells.Returns a creep to the start zone, resetting its status in the process.Puts a target builder to sleep for 5 seconds.Steals 4% of current gold from the owner of target builder.Teleports a creep to the leak zone.
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After we fixed the max hp thing? If so, then I apologize as it is a good idea!
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I believe that idea was the opposite in terms of bonus damage (less hp, less bonus)...and we didn't have the max hp thing for creeps then...
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I'm sure you have encountered the rather unfriendly mechanical waves. While I love the concept, I understand they can be frustrating to players. The chief complaint is "randomness" even though it isn't really random. To give the player some illusion of "control" I propose a tweak that will benefit everyone. How about some indication as to how close they are to shielding. You know that they have 12 mana and once they reach full mana they shield. While a good player (with micro ability) could check and negate the need for this, most do not or care not to. You have a meter system but unfortunately it uses texttags (our enemy). With 30 creeps per player that won't work... What if when it reaches 9 mana it started playing some blinking (not the actual blink, the verb) effect indicating that it is about to "go off?"
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This tower would deal more damage the less HP (%) a creep has. Perhaps something like; Base Damage / Decimal Value Thus at full health this tower just deals base damage. At half health this tower deals double damage. You get the idea. The viability of this ability depends on the Max HP thing getting fixed.
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You will notice that there is a SetUnitMaxState system in the map. This is to make it so that lower difficulties (where the HP is a fraction of the normal) do not start out "damaged." For waves 1-60 it is working fine and dandy. However, when I tried to apply it to elemental bosses and Ronald (level 61) I got problems. The problems were different so let me elaborate; Bosses: When this system is applied to them they just instantly die when spawned...lame. Ronald: At first it works great but after some HP upgrades a point comes where the game just crashes without error. I have confirmed that it is this system in combination with the HP upgrades (i.e. an upgrade was applied and then the next Ronald that spawned crashed it). Can you fix these?
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It has been brought to my attention (not the first time) that the custom command icons are not liked by all. What was new to me was the point made against them. Previously I had heard arguments like "they don't fit the WC3 theme" and so forth. Today though I heard someone respectable mention that it makes the game confusing. As he put it, at first he wondered why his builder was chock full of abilities. This is potentially a serious detraction from the game. Do you think this point is valid? Do you even like the custom command icons? If this is indeed a problem, then I have a compromise. I believe the build/sell are great icons that should be kept. The others (stop, attack, patrol, move, hold) could go back to normal. Thoughts?
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Upon discussion just remove the xedamage...
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I was browsing around Wc3C and I stumbled upon this very interesting spell by Anitarf. I have attached the map. You know how I hate dependencies, so I was wondering if you could remove the following... requires: -xedamage -xecollider -SpellEvent Slash.w3x
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Not sure about either. I think it needs more discussion so for now just design it without the elemental aspect.
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I can change the texttag to another color so that the gold amount is more visible. @holepercent: I tested it and was getting appropriate texttags...have a replay or SS?