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Karawasa

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Everything posted by Karawasa

  1. Additional Concern: In ETD I have coded things such that both attack speed and damage bonuses apply to spells as well. To do this, I made most spells cast on attack (and thus buffable by speed bonus) and in their triggers increased damage if they had one of the attack damage buffs on them (so they can take advantage of attack damage bonus). The attack damage buff part for this spell will be easy to implement (if you recall if buff > 0, set bonus = 1.XX etc.). I think to make the attack speed buff work, this thing needs to fire every attack. When it fires it should create two orbs that are opposite each other (on the orbit path) and they should go around (perhaps in opposite directions so they intersect twice) once then disappear. The damage dealt should be a function of the radius (more contract = more damage).
  2. .. need to analyse the list in greater detail... That's is what I meant .
  3. Orbit - Taken from post to emjlr3 to code it An orb circles the tower, damaging units it collides with. It would be allowed to move closer or further away at some rate, and should naturally circle around faster if contracted more. The ability could be a passive, and two abilities used to expand or contract the orb. Damage should be triggered so the damage type can be controlled. Upon thinking about it I think there should be two orbs, and they would be opposite each other (in terms of the circular path) at all times. The circular path should be adjustable between 250 and 750 radius, perhaps in increments of 50. As noted I sold myself on the idea so much that I already have it posted to be coded. However, if there is some critical problem preventing this ability from being a good idea, let me know.
  4. An orb circles the tower, damaging units it collides with. It would be allowed to move closer or further away at some rate, and should naturally circle around faster if contracted more. The ability could be a passive, and two abilities used to expand or contract the orb. Damage should be triggered so the damage type can be controlled. Edit: Upon thinking about it I think there should be two orbs, and they would be opposite each other (in terms of the circular path) at all times. The circular path should be adjustable between 250 and 750 radius, perhaps in increments of 50.
  5. I've tried contacting them a few times but with no success. With WoW out there is little attention given to WC3, and as such I don't see them changing this. The spotlighting of maps ended a few years ago and I think they haven't touched the site since. I also find it funny, yet kind of sad, that they spotlighted a fake version. MrChak had his contact information in the map, and a simple email would have alerted them to this.
  6. I prefer the N.Design skin, and so it is the default .
  7. That is definitely something that needs to be looked at. However, even if we end up swapping some places we are still going to need to equate the number of towers each element type has.
  8. Is the ability so black and white(i.e. is it really on par with slows/armor redux etc.)? Additionally, it is a % chance so that is something to consider. I like the idea of reworking the tower but keeping the principle. I should note that the current plan for this tower has been axed. The DoT in an AoE (lightning shield) idea most likely will go to Flame Tower as a standalone ability. The vacuum thing will probably just go away as it has too many problems(can really mess with a wave if you have multiples, buffs AoE damage which is last thing we need etc.).
  9. If there is a particular skin you want (phpbb 3), post a link to it here.
  10. Some imbalanced strategy that will become invalid in the future because of balance changes. The prime example of this would currently be the 6 Element build which is strong enough to steamroll the game. In contrast, 4 Element(and some 5 Element) builds are underpowered and present a challenge in completing the game with them. After the dust settles, these two imbalances will be corrected and thus the game made both easier and harder. Overall the net result is more powerful builds. An increase in creep HP may be needed.
  11. Updated, looking for ideas on Ice+Flame.
  12. Interest would stop as soon as you finish level 60. The following 60 seconds would be interest free, with the sole purpose of preparing yourself for Ronald.
  13. Karawasa

    Ronalds HP

    May the elements be with you.
  14. Vote Random it is. Also, every 5 seconds a little message appears above your builder telling you to use the items (until you finish voting, or voting ends).
  15. Thumbs up to keeping the mode, renaming it, and implementing better abilities (and removing that stupid fog).
  16. The main reasons were that I felt like creating/balancing heroes would be a distraction from other things, and that it would increase mapsize/loadtime. There is a new mode though that I hope will replace Hero Mode as the "fun" mode. It will be Super Weapons mode, and it is a remake of Competitive Mode (no fog, better abilities etc.)
  17. Interesting idea, reviving topic for discussion.
  18. Karawasa

    Ronalds HP

    Ronald HP increases go up to 10,000. The reason why I think it is fine as is, is that each upgrade adds more than the previous. Thus, it is hard enough where you cannot reach 10,000 on Normal or above.
  19. I believe that extending the time between the end of wave 60 and the start of Ronalds is a good idea. Perhaps 60 seconds, that will give you time to modify your defense and prepare.
  20. I'll make them more orangish to differentiate.
  21. Karawasa

    Uppgrade?

    I was updating the forums from phpbb version 3.0.0 to 3.0.2. I assume that most of the changes are tweaks, bug fixes etc. The forums do seem to run faster now though.
  22. Cisz thanks for pointing out the multiple towers thing. I was thinking of current Trickery where it becomes the tower. For balance reasons though, you're right to say that it needs to actually create towers instead of becoming them.
  23. Congratulations to jolin012 for winning the tournament, and Cisz for coming in second.
  24. Gunpowder still has 1500 range. Quantum, Disease, Trickery (maybe, check other thread), and Jinx (maybe) all have suitable replacements. Not sure what is wrong with Poison. As for Ice and Flame, are they really that problematic? Will build balance be dramatically off with them?
  25. If we use that logic, then there is a way to make the current Trickery work. The new dual support numbers would be 25/50/200%. Now imagine if we made Trickery able to keep a duplicate out all the time (60 sec duration, 60 sec CD), that would result in a 100% increase in damage. Using that principle we can adjust the duration and CD ratio to match the support percentages needed. Level: 1. 15 sec duration, 60 sec CD (25% damage increase) 2. 30 sec duration, 60 sec CD (50% damage increase) 3. 30 sec duration, 15 sec CD (200% damage increase) This way there would need to be no value restrictions. A level 1 Trickery could duplicate a Periodic. The damage amplification would be burst instead of spread out, but the net result should be similar given the standard wave lifespan. You might object and say that this effect could be stacked unlike Well and Blacksmith. There is, however, a solution to this. When a tower is targeted by the spell, it can receive a buff that lasts (60/60/30). A unit with this buff cannot be duplicated.
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