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Karawasa

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Everything posted by Karawasa

  1. Tower launches a projectile to where it attacks, and that projectile explodes and does damage. Then the projectile breaks into 3 more projectiles that fall randomly in an area around the original and they explode too.
  2. Gunpowder is getting replaced with what is essentially a cluster bomb ability.
  3. The dispersion idea (fraction of damage dealt in AoE around creep) mentioned a few posts above might also have potential. I'd like to point out that the Spirit Link would be modified in one way from the ladder one. Normally a fraction of the damage a target receives is spread over the other creeps. Instead, this fraction could be dealt to each of the creeps. Thus, it would work to amplify damage. Here is how I analyze both of them: Modified Spirit Link: -Transforms single target tower into bounce attack (essentially) -Reduces or eliminates overkill -Amplifies AoE damage Dispersion: -Transforms single target tower into splash attack (essentially) -Reduces or eliminates overkill -Increases the radius of AoE damage (if a unit on the outskirts of the tower's attack is damaged it will spread it further than normally would be via the dispersion) Not sure about the target creep vs. target tower idea. If the net result is similar to the other duals, then it should be fine. However, always open to more ideas .
  4. You mean Warlock's spell? This time no credit is due for DotA, Spirit Link is a ladder spell .
  5. This idea was inspired both by a forum post and DotA. The ability would have two effects: 1. Create a short range immolation effect on the target that damages other nearby creeps. 2. Move all creeps in X AoE to the point of the target. Thus, some creeps will get "pulled" forward and some "pulled" backward. I use the quotes since it would be instant. This tower essentially is its own combo. However, it also has great synergy with AoE damage dealers.
  6. Was reading through some tower ability suggestions on the forums and came across an idea I felt had potential. Spirit Link Basically the ability would link up X creeps and whenever one of them takes damage a % of that damage is dealt to the other creeps.
  7. Hey Guys, I am currently struggling to find good replacements (i.e. remaking) for two towers. I'd like to pitch it to you guys and see what comes up. The towers are: Ice - W+L: This tower needs to be some sort of damage dealer and not support (i.e. no slow, armor reduction etc.). Flame - F+N: Same as above. Looking forward to seeing what gets brainstormed.
  8. 6000 it is, testing will fix it. Thanks for the base.
  9. That sounds like an epic sport.
  10. Next up is 4.0.... I imagine once we get there we will be at a point of tweaks which are very easy and definitely not time consuming (and thus come about much faster). Edit: No, to answer the question.
  11. Draft Random Mode. Now I need to figure out a way to point players to the fact that their builder has tokens to vote with.
  12. I'd say we are not that far away from the full 4.0 version. There are some expansive balance changes we are going to be testing out. Along with that, a few towers are getting reworked or remade. However, I have given up the idea of 4.0 being a perfect or near perfect version. This means it will come out sooner than it otherwise would have, and will be followed with 4.1, 4.2...etc.
  13. http://www.mapgnome.org/ ~10th most played game on BNET. I'm sure hosting has gone done due to lack of updates and such. I'll make another post regarding myself. Time to fire up the engines again.
  14. Feel free to propose estimates of starting gold for level 31 (level 30 completed) start.
  15. Good job pointing that out 13est. As for the current PTOTE, I will be working on balancing (i.e. nerfing) it in the next private beta cycle.
  16. It currently is capped at 2 for AR/SR/TR. The problem in the public beta is that there is a bug that allows you to get more than 2 in SR/TR (which has been fixed).
  17. This is certainly an idea to consider. I would probably choose level 31 as extra short (so you can eliminate either 1/4 or 1/2 the game). The foreseeable problem would be deciding how much gold to give players on extra short.
  18. Karawasa

    Punisher mode

    Would like to point out that is it very easy to implement this idea without it being game ruining like mentioned. We had this in one of the betas, but removed it. Can make it only start timer if the leak is of current level. Can also make it ignore leaks (for timer) when a timer is already in progress. Combination of these two things prevent any sort of doomsday event, and lead to it working as intended. Problem is how receptive players would be on this. It seems very unfriendly to noobs and average players.
  19. For all those who don't have it, here is the table.
  20. I feel 10%/30% works the best. It is a good compromise between 25% and 35%. Also, it makes more sense, in an odd way perhaps. Duals go like 2x/4x, so it seems to follow that triples should go 3x.
  21. The growth would have to be VERY slow otherwise this build would be very overpowered.
  22. The way I envisioned it is that whenever ANY FG reaches 100 mana, the upgrade is bumped up a level for all. Each FG would have individual mana (too hard to link all the mana), but each FG contributes to the collective. As for PA, I suppose we could figure out something that is balanced. I don't think a 1-1 ratio would be balanced by any means (meaning if you get level 21 FG, your PA starts at max too). Perhaps every 4 levels of FG upgrade attained bumps up PA level by one.
  23. As Flesh Growth stands now, the growth cannot be boosted by Fire Up (since it is not base damage). Thus, Spring Forward is infinitely more useful on Flesh Golems than Fire Up. In addition, there have been reports of bugs with the tower (such as blinking damage). I want to propose a solution that can alleviate all of this. Be forewarned, it is a somewhat radical change for the tower. It may remind some of you of the old Metal Towers. It goes like this: All Flesh Golems share a common base damage upgrade. When one reaches 100 mana, the upgrade is bumped up a level for all. The growth (mana gain based on damage dealt) would of course be slowed down a lot. Each level of upgrade would add say 10% damage (400 per level for Golems for instance) and have 21 levels (for a maximum effect 3x damage). For balance reasons, I believe Patchwork Abominations should have a separate upgrade (thus you need to repeat the process once you move onto Abominations).
  24. Sorry for not getting back to you earlier, yes it did.
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