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Everything posted by holepercent
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the most useful/interesting parts of the guide are further down.. have to scroll.. things like build design guide, replays and my favourite: the forum draft series.. thanks for advice.. remember as of now, it's still a 4pb guide.. the 4.0 guide is being prepared in club element.. probably include that when the relavant towers/topics are discussed in the series..
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the point is, apart from that, is also to encourage players to practice micro well.. having the easy option would be less motivating to practice good mirco i suppose..
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there are 15 combinations of 4 elements, 6 combinations of 5 elements and one combination for 6 elements. 6-element, for the most part, ends almost the same way with full supports and periodic. 5-element, can be played as a 6-element build with missing supports and periodic or as a 4-ele build with upgraded duals 4-element is variety, where t3 duals dominate. so most games should be 4-ele with less chance for 5/6-ele builds.
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it would just change the way some builds are set-up. how to micro to maximise the damage and prevent creeps from healing.. the current version, without any slowing, is something like try to micro to kill every alternate creep, then no creeps are healed and no extra damage is needed.
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undead units revive with 1/3 hp after 4? seconds.. and they can revive twice (or more).. if you leak a undead unit that has revived, it revives again when killed. healing heals for 20% of max hp in 250 AoE upon death Fast waves 375 movespeed
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if the builds are really balanced, most if not all (3)/4/5/6-ele builds should be playable.. then again, 6-ele isn't as strong as it is.. or at least not as strong as pb. so the chance for a 4/5/6-ele build should be somewhat equal..
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could always take damage per second of a tower.. for things like impulse and laser take the average.. it's a compromise solution but at least the result would be a somewhat average of the defense..
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the square doesn't disappear if you hit back.. have to refresh the page.. seems like there is some delay too..
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nice but how to do the calculation? absolute number of towers of a particular damage type doesn't really reflect the actual strength of the defense. 48 elemental arrows would mess up the percentage.. % damage dealt over time probably is better.. the duration of time would matter and whether the entire defense is taken into account or a short period where creeps are not in range of some towers and therefore not taken into account in the calculation.. or even long range towers..
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Just to find out.. how useful has my guide been for you? The Holepercent's Guide to ETD 4.0 post any comments you might have.. as the guide for post 4.0 release is being prepared in club element..
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Topics to cover (not in order) Introduction Usage of aoe slows Usage of armour reducers Usage of damage amplification Usage of dual supports Tower selection in random Individual build discussions Builds with one slow The Roots tower builds - DNEF and DNEL The Muck tower builds - DWEF and DWEL The Nova tower builds - LFNE and LFND The Windstorm tower builds - LWFE and LWFD Builds with 2 slows Roots and Muck builds - DNEW, LDWNE, DWFNE Nova and windstorm builds - LFNW, LDWFN, LWFNE Windstorm and muck builds - LDWFE Nova and roots builds - LDFNE Builds with 4 slows roots and muck and nova and winstorm builds - LDWFNE Builds with no slows No-slow builds - LDWN, LDFE, LWNE, DWFN, WFNE
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attack ground would allow to target the kill zone of max clumping.. which makes it easier to place towers as placement isn't so important.. suppose it'll be useful for say 2-3 towers but for all aoe towers no.. it removes some aspects of having good placement.
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black pearl was good.. turquoice dreams is somewhat close but the quick reply box is white with turquoice text.. black background with yellow/white text still looks better.. and at least there are new posts marker too.. the square shows up quite clearly..
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spam basic arrows, mushroom and well towers? add some blacksmith and trickery as well..
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agreed. i never used the counter for anything.. the number itself isn't really useful with multiple towers in play.. good only for single-tower testing in beta stages..
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the units aren't really removed from game.. they're just hidden.. so to the game they are still there but players don't see the units as being there on the map..
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not always.. i played games with a t3 at wave 40.. if i'm not wrong, it's equal chance for any element to be summoned..although somehow it is possible to get the exact same elementals for multiple games in a row i've been getting more 4 or 5-ele games these days with newer betas..haven't seen 6-ele for some time
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beta tester test the map, find bugs, test imbalances, contribute to development and ideas.. and there would be no release date.. we'll never make the stated date.. once it's ready, we'll release.. it's worth the wait.. or the draft host would remove you from the pool..then you'll wouldn't see play at all
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Playtest replay. mass leaks after 56.. 4-element WNEF eletd_beta_330_WNEF_61_7lives.w3g
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it still works.. build project LDWN replay is that.. but it's a very slow build..
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Completing is quite good already.. build project replay for that build has even more leaks.. noleak is supposed to be the real challenge that would take plenty of games to get it.. but the endgame can do with a nerf.. i don't really like mirco towers too but it's needed for some builds.. otherwise those builds tend to leak with no long-range leak-catchers..
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try doing one without skipping slots.. the one i did with 13est the element draft started but i instructed him not to vote and it gave the bug i reported. maybe when the element draft order is randomed, it counts the empty slots as players..
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In addition to whatever above... click the link below this line of text.
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We have seen it before in other versions.. where some (or all!) towers suddenly stop attacking.. creeps being left on the map also happened before. apparently it happens to only some players at different times.. which becomes attributed to that beta.. but others have seen it before with another beta..