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holepercent

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Everything posted by holepercent

  1. for my replay fans warm-up round: LFNE 1st attempt life towers had to see play somewhere... eletd_beta_225_LFNE_61_4lives.w3g
  2. that is totally impossible. we (beta leaders) already agreed that we would only have 3 support duals and 8 support triples. besides, that would just be a blacksmith/well or a hybrid of both. onto the golems. it's either the defense is build around it or not used at all. the old golem's main difficulty was it had to be build early to allow it to level up for the midgame-endgame and providing some support as it wasn't really a solo tower. buff the damage (link mode) and see how it goes. as cisz mentioned, it deserves a round of balancing (which most other towers have gone through except golem) and some detailed testing before it gets the cut. the tower probably needs a more strategic boost. one that goes beyond setting up a strong single attacking tower. an ability where in different setups link and attacking have different uses, where the player has to make a decision on how best to maximise both modes. not an ability that would be easy to think of. currently, it feels like the player must build a mass of golems, set to link mode to support one attacking golem. which can be weaker than having multiple attacking golems..
  3. holepercent

    Conserns

    %-based damage is never good from a balance point of view.. it's usually too imbalanced.. (like kindle dealing 2% damage of creep hp). increase the base damage and maybe change the 'chain reaction' to a %-based chance? like 33% to cause a chain reaction each attack.
  4. This needs a bump after it's updated.. but i do more or less agree with most of the analysis.. support towers are support towers now.. unlike pb where support towers could be played like damage towers.. and every version you have to change mindset and playing style.. it's not that hard to reach ronalds in pick.. (i've done 5 of the 4-ele builds for my build project) but random is difficult.. most random games end close to 50..
  5. for my replay fans warm-up round: LWFD 2nd attempt screwed up last wave.. heh.. eletd_beta_224_LWFD_61_15lives.w3g
  6. (i'm assuming you mean 4.0pb) there is one by a player with nick 'shavethewhales' somewhere in the forums.. it's quite old so you'll have to find it.. otherwise, post your replay here for advice on improving the build..
  7. for my replay fans warm-up round: LWFN 2nd attempt I know i should be noleaking this but i failed.. i underbuilt by way too much in the first attempt and leaked to death.. eletd_beta_222_LWFN_61_33lives.w3g
  8. about the down forums.. it was a problem with the default skin. so those using black pearl for their theme managed to access the forums.. undead resserrecting twice has been raised already. elementals are not too difficult. ask jolin012. it's true that the old easy slow-armour-buff has been removed. but in its place is more strategies and more playable builds.. that no one build simply owns the game anymore.
  9. for my replay fans warm-up round: DFNE attempt #4 eletd_beta_220_DFNE_61_21lives.w3g
  10. Some can access the forums while others can't. any ideas about this? to those who can access the forums. what theme are you using?
  11. for my replay fans Warm-up round: DWEF 1st attempt eletd_beta_214_DWEF_61_31lives.w3g
  12. nice replay.. one leak (again).. (reminds me of the one-leak forum draft replays) i'm quite sure WDWDWD poison towers can be done the same way. and easier with darkness against water.. might even be possible with gunpowder but i guess that needs some support...
  13. mushroom can be strong. my replay featured them as damage towers and leak catchers.. 1100 range makes it strong as well.. magic.. slightly on the lower side i feel. Positive change now that magic and mushroom play differently.
  14. in some randoms it CAN be difficult to kill tier2 or 3 without leaking it. if the build doesn't contain boss-catching towers or due to weakness.. it is possible to kill tier3 as 5th ele but you'll have to deliberately plan for it..
  15. Appears that we more or less got the 6000 for xsm right.. averages point to that as a reasonable starting gold.. With decent elements in random mode, a more or less proper defense can be build (able to clear the wave with not too much overkill) but there isn't too much unspent gold..
  16. for my replay fans Warm-up round: WDNE 2nd attempt This is far from the ideal build and not what i'm actually playing for the build project. More of experimentation towards the build project.. eletd_beta_210_WDNE_61_19lives.w3g
  17. So 3 tier2s can be possible in a xsm rnd when it is not possible in sm (not that i noticed that there are 3 tier2s in a xsm random...)? Shouldn't be the case...
  18. Position 3 is a medium placement which allows for some interest farming. There is a chance of being flooded at III in a competitive multiplayer game. Beta leaders play at IV V and sometimes even VII. For undead waves, use splash towers. Undead isn't as difficult as mech. Just need to get used to preparing and building more for it while not overbuilding. (the extra towers can always be sold in random mode). For a good build, you'll need a combination of splash and single target towers as well as both damage towers and support towers. Tier1 support triples are now just 10%..
  19. Is the order the elementals are summoned reflected in the order they appear, especially in xsm mode? Are the elementals summoned 'one by one' or summoned as a group? If they are summoned one by one, the elementals are summoned and 'assigned' to a wave, then there shouldn't be any tier2s in the first 4 elementals in the area.
  20. perhaps to encourage players to micro (manually cast) the clone ability..? and get more out of the tower by manually casting instead of turning autocast on.. hm.. but if it's not, then more correctly the autocast range and the manual cast range should be the same..
  21. heh.. maybe that was my warm-up game or i was playing in VHx.. the elementals hp growth rate was increased from 1 to 1.5.. so there is a difference. not so much for the wave 20 tier1.. but wave 40 tier3 is potentially overpowered..
  22. the problem with that system is .. if the VH player finishes the wave first (in which case most should be almost done with the wave as well), he is FORCED to wait for a long timer.. and becomes unable to race by rushing and flooding the other players.. The issue here is VE is much easier, VH much harder that it becomes too easy for VE players to race. The solution should be something that allows racing but yet the VH player is not too rushed, which i believe the changes to the countdown timer solves the problem better. unless you are for the idea that racing be totally removed for mixed diff games. in which case as earlier mentioned, just wait for the last player to finish the wave before starting the timer for next wave.
  23. Perhaps the elementals are somewhat too difficult to kill.. without the strong element lvl1 element can be leaked at wave 20.. tier3 at wave 40 is also pretty overpowered.. first t2 at 25.. A guaranteed 4-element helps in ensuring less randOOmed games.. More build imbalances will surface as all random games are at least 4-ele now.. the non-slowing builds appear to be behind the slowing builds (or maybe i'm not playing correctly).. feels a positive change overall.. interest appears balanced for me.. but i'm not a interest-abuse heavy player..
  24. undead units still move backwards before moving forwards in b14.. wave 37 of the replay. eletd_beta_196_37.w3g
  25. so now we have some of the best/most useful general knowledge forum content on the main site.. useful but i guess most players would still use the ones in the forums.. and also for the guide editors to add/modify content..
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