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Everything posted by holepercent
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Disease is changed to another new tower. Poison, Kindle, Life buffed flame changed to a new tower ice, quark changed to new towers trickery improved, autocast added oblivion, Impulse, Tidal remain.. Micro is part of the skill needed to play the game well. These towers are there to encourage players to micro well. but yes.. the 4.0 will be something to play..
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It's part of the forum rules on posting replays.. and if i'm not wrong, 13est has ended the ronald hunt. it'll restart when the 4.0 releases.. with new rules.. so probably new entries would not be updated.. although the replay can still be posted for the forum's enjoyment..
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Open discussion: Is slow and splash still the strongest build? or does ST have it's place in the game now. Consider the 10%/30% support triples, creep hp buff.. Damage towers are more needed earlier now. Support towers are not 'damage' towers. Gain of ST towers with slow. How much do ST towers gain with slow? Splash towers definately benefit from slow. What about ST towers?
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4pb The easiest is all 6 elements, get all the support towers (roots/muck/nova/windstorm/corrosion/voodoo/polar/enchantment), well and blacksmith, quaker/zealot for damage, ending with periodics. most of the time, the defense is all together. Most play at position IV V. Build all the support available, voodoo/enchantment/polar later in the game. the best way to seek advice is to post a replay.. it'll help a lot..
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Comments on the beta should be posted in game reports.. don't post in public forum and leak the contents of the latest beta..
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There is Clan ETD in northend (b.net) now already.. after league bot goes online, the other servers probably would get their clans (formed by beta leaders)..
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the draft host looks around for drafters...
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bump! Been a long delay to the next beta's release.. anyone still interested in forum drafting? (or maybe one after the creep classification update?)
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b21 build project: DWEF Game is harder now.. noleak is probably going to be challenging. delay building support towers? With the addition of water, the build, compared to DEF gains corrosion, zealot, muck, poison, hydro, vapour. Slow and armour reduction is added. eletd_beta_284_EFDW_61_14lives.w3g
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by the way, muck is no longer darkness damage. muck is earth damage now..
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Elemental damage list without support towers included DNEF dark - magic/disease nature - mushroom earth - gunpowder/quaker fire - flame/flamethrower DNEL dark - disease/oblivion nature - mushroom/life earth - gunpowder light - laser/quark DWEF dark - magic water - psn earth - gunpowder/hydro fire - kindle/flamethrower/zealot DWEL dark - water - psn earth - gp/hydro light - hail/laser/ice/quark DNEW dark - disease nature - mushroom/golem earth - gp/hydro water - psn/drowning LFNE light - quark fire - electr/flame nature - life/mushroom earth - gold/quaker LFND light - fire - electr/flame nature - life dark - magic/disease/jinx/oblivion LWFE light - ice/quark water - vapour fire - electr/zealot earth - gold/hydro LWFD light - hail/ice water - vapour/psn fire - electr dark - magic/jinx LFNW light - ice fire - electr/flame nature - life/impulse water - vapour/tidal LDFE light - laser/quark dark - magic/jinx earth - gp/gold fire - electr/flamethrower LDWN light - hail/ice dark - disease/oblivion water - psn/tidal/drowning nature - life LWNE light - ice/quark water - tidal nature - life/mushroom/golem earth - hydro DWFN dark - magic/disease water - vapour/psn/drowning fire - flame nature - impulse WFNE water - vapour fire - flame/zealot nature - mushroom/impulse/golem earth - hydro/quaker
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b18b proposed Currently: (elemental damage type) light (quark/trickery/hail/laser/nova/ice) dark (magic/disease/oblivion/jinx/voodoo) water (vapour/poison/well/tidal/drowning/windstorm) fire (blacksmith/flame/flamethrower/zealot/corrosion/electricity) nature (life/mushroom/impulse/golem/enchantment/roots) earth (gunpowder/gold/quaker/polar/muck/hydro) DNEF dark - magic/disease/voodoo nature - mushroom/roots earth - gunpowder/quaker fire - flame/smith/flamethrower DNEL dark - disease/oblivion nature - mushroom/life/roots/enchantment earth - gunpowder light - trickery/laser/quark DWEF dark - magic water - psn/vapour earth - gunpowder/muck/hydro fire - smith/corrosion/flamethrower/zealot DWEL dark - water - psn earth - gp/polar/muck/hydro light - trickery/hail/laser/ice/quark DNEW dark - disease nature - mushroom/roots/golem earth - gp/muck/hydro water - psn/well/drowning LFNE light - quark/nova fire - flame/smith/electr nature - life/mushroom/enchantment earth - gold/quaker LFND light - trickery/nova fire - flame/electr nature - life dark - magic/disease/jinx/oblivion/voodoo LWFE light - ice/quark water - vapour/windstorm fire - smith/zealot/electr earth - hydro/plar/gold LWFD light - trickery/hail/ice water - psn/windstorm fire - kindle/corrosion/electr dark - magic/jinx LFNW light - nova/ice fire - flame/electr nature - life/impulse water - vapour/well/windstorm/tidal LDFE light - trickery/laser/quark dark - magic/jinx earth - gp/gold fire - smith/flamethrower/electr LDWN light - trickery/hail/ice dark - disease/oblivion water - psn/well/tidal/drowning nature - life LWNE light - ice/quark water - well/tidal nature - life/mushroom/enchantment/golem earth - hydro/polar DWFN dark - magic/disease/voodoo water - vapour/psn/well/drowning fire - flame/corrosion nature - impulse WFNE water - vapour/well fire - flame/smith/zealot nature - mushroom/impulse/golem earth - hydro/quaker
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Elemental damage types of duals have been looked at and changes made. But what about triples? Happened during build project playing DWEF, both damage triples are fire(opening wave being water). the other 2 triples were support and one was fire too. It was pointed out that in these builds, the 2 damage triples shared 2 elements. flamethrower and zealot impulse and golem tidal and drowning laser and hail Any proposed changes?
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Bump! proposing another meeting this sat at the usual time. 1600 (UTC+8) to cover: creep classifications macro balance draft pick league bot
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Quad element towers and the 7th element have been raised before.. it's hard enough balancing the current number of towers.. consider how long the 4.0 has been delayed as the leads are still working on the balance of towers, creep classifications, creep hp and overall game difficulty.. as well as other stuff like terrain and new modes..
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unable to move is more or less stunning a creep.. random effects are not really for the game.. been proposed before and luck-based towers received little support. besides, difficult to balance properly.. trying to make say 6 unique spells that have different effects and remain balanced is a major challenge. hero mode was killed because of that reason. Skill should be the most important factor and losing games due to luck-based towers casting useless/weak/redundent spells isn't fun.. (gem td has that) % chance for extra damage (hydro, quaker, drowning and the like) is as far as the game would go..
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45/60sec for short/extra short is for private beta.. 4pb was something like 15sec which was too fast and didn't really give players enough time to plan and build..
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More or less confirmed making the trip.. either 14-21 mar or 21-28 mar but not both..
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remember that NO stuns of any form are allowed AT ALL in the game. in 3.0 there was gem towers and clay towers. some creeps could be stunned, giving the player plenty of time to pick off individual creeps. or too many creeps were stunned and multiple waves accumulated at the entrance.
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some tips.. use cannon towers for those early undead waves.. it's usually not a good choice to mix cannons and arrows. Too many towers at V and not enough at IV.. results in leak catching at III.. wave 36 a bit too early for enchantment towers.. since there's corrosion. wave 41. don't need 2 well towers. each well/smith usually supports 4 towers. wave 46. jinx tower isn't worth it (unless massed vs ronalds).. pick other towers.. wave 53. necromancy when there's periodic? usually come 52 i just sell almost all non-support towers and build periodic.. in 4pb it almost guarantees a completed game.. wave 56. too late for tidals. and not sure if the splash was used.. at that placement the splash doesn't hit many creeps either.. no periodic? it's the strongest tower in the entire game. 6-ele build rnd in pb is almost guaranteed a completed game..
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The forum draft For those who have read about the draft and are interested to play, here is your chance! Post your signups here! click the link above for rules. Coverage of the forum draft series
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heh.. we have plans for a team mode or line towers war-style stuff (send creeps to opponents) for post 4.0 development..
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b21 balance test The test set: EFD - EFDW - http://www.eletd.com/forum/download/file.php?id=584 EFDWL - (EFDWN)L- http://www.eletd.com/forum/download/file.php?id=621 Balancing set: LDEF - http://www.eletd.com/forum/download/file.php?id=631 Essentially, pick a few builds for comparasion. hopefully the basics are covered. eletd_beta_279_EFD_61_5lives.w3g
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click the link in my signature, scroll down to replay centre.. there's a mix of tft 1.21 and 1.22 replays there.
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It would soon not be possible for 5 interests.. interest farming is also a strategy for single-player. in competitive multiplayer, others would rush you out of game. Gold tower isn't as easy to mass being a triple now. Also, in lower difficulties, the gold is the same as a VH player but a lot less towers are needed. basically, you'll need a mix of towers. In 4.0pb, the best build is all 6 elements with all at tier2 except either light or dark, ending with all support towers and periodics. Light gives more single-target support while dark gives more aoe support. there are quite a number of replays in this forums of the 6-element build. Some of the 4-element builds are also playable.