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holepercent

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  1. First replay from DDRKirby(ISQ) submitted by PM... i shall not reveal anything except that the replay is to ronalds to avoid spoiling the market... you have roughly 24 hours left to turn in your replays... what i'm playing : LFWDE-LWF-DLW essentially, tier3 ice, tier2 electricity, tier2 magic, tier2 hail, t2 corrosion and tier1 zealots to cover the defense. i felt like trying something not so conventional just for fun.. LWFD and DWEF are possible 4-element builds for the draft.. LWFD has corrosion muck electricity, DWEF has zealot muck corrosion. and will anyone turn in a replay that opens with $$$ come draft end?
  2. congrats.. when can we have a completed non-6 ele game.. LOL! first thing i realise is bad use of flame towers. Flame is a support tower and not a damage tower. Refer to my guide for the placement. Use nature arrows for wave 20. Prepare for the next wave! Before the wave ends, start preparing for the next wave. build the basic arrows in place for the arrival of the elemental. Build the basic elemental towers for your towers. Don't wait until the start of the wave to prepare. Fire arrows against the nature elemental. Voodoo tower in play too early. At that point, you do not have much damage. Wait until you have more damage before building voodoo. Windstorm should be placed closer to V (know numpad notation? i use roman numerals when stating the numpad position). And know how to micro the tornado. more of this in my guide hopefully soon... Micro your impulse tower to maximise the damage. Otherwise, consider other towers. place zealots closer to V although IV isn't too bad. With all the slows in play, the zealot's speed may reset for the second pass. i haven't really checked this out (whether the speed resets with all the slows) in detail but i usually play my zealots at lower V. Interesting use of drowning towers endgame. I rather you go straight to periodic once you get the essence... The second nova is kind of wasted in a way. I would rather place it at VII to allow some clumping before the creeps enter main defense. Polar towers should be build for the endgame. The roots tower and voodoo at the right ledge (area VI) i feel didn't pull their weight in the defense. You'll be better off spending the gold on other towers.
  3. in about 200 games, i finished 4 6-element games.. most with interest, one with the 6th element arriving as late as wave 40.. somehow playing fullhouse multiplayer helps in randomisation. single-player randoms tend to be more 'fixed' in a way..
  4. no problem. leads are always ready to help those who want to improve. usually it's multiple muck or nova for damage. you don't really need all elemental damage in play. As long as your overall defense isn't too heavy on one elemental damage, it shouldn't be a problem. zealot, quaker and muck form one of the strongest trio of towers as all weaknesses are covered. and yes, zealot towers feature a lot in my builds...
  5. i wouldn't be making a -vhsrcm replay so soon.. busy working on the forum draft series now..
  6. nice one.. completing 2 VH rnd games.. use arrows for the fast 19 consider placing the windstorm bottom right corner of 5. place the tornado at the place where 4 and 5 meet (the bend upwards). more on this in my guide soon... for wave 32, the second muck should have been either roots or nova, although you changed this shortly after that. consider placing the voodoo tower closer to the top of your defense, in this case closer to 4. this will allow the damage to build up. laser tower isn't a bad tower per se but maybe zealot would have been a better choice here. Impulse towers need to be microed to be effective. Zealot towers be a better choice if you don't micro impulse. Lower 5 is one of the best placements for zealot. 2 windstorms is generally unnecessary. The aoe slow doesn't stack and the maximum slow is 66%. with all 4 slows in play, the cap is reached easily. 2 mucks (with some spacing) can be considered as a source of damage but not 2 windstorms. tidal tower, if built, should be in the midgame. This tower belongs to long-pass 5 to take advantage of the aoe effect of the splash. Towards the end, the damage is somewhat comparatively lower (in my opinion). Zealot if possible build closer to 5 although i suppose that placement isn't too bad.. Build the periodic once you get your essence. Hydro is generally built for the effect rather than for damage, so it's usually not upgraded at all. those leaks could be prevented if you build the periodic straight away. i'll add more if i see anything else..
  7. (i use roman numerals for the numpad notation...that's just me...) that isn't really the way we do it. For the beginning, wave 1-15, a group of arrows is build at 4 with temporary towers at 5 which are sold and rebuilt on the interest. This can be memorised for VH. The number of towers needed is worked out exactly. i'll have to let jolin012 or cisz do a new replay for this. Two-pass and long-pass can be combined in builds. What we usually do is most of the defense at two-pass 4 (usually closer to 5) and the long-pass towers at 5.
  8. holepercent

    New to the game

    you need to have the map in the right folder. it's in the rules on posting replays on forums.(i'm not sure if posting the path of your map would be accepted. Most leads frown on repeatedly moving the map around just to watch one replay) watching replays by the best players would help a lot in placement. (although for some special reasons, we may place towers elsewhere occasionally) you could refer to my new guide (which is a big work-in-progress) for info on placement of selected towers. or ask questions about towers you need advise on...
  9. holepercent

    New to the game

    No problem. Post a replay of your game. That would help us to see what ways you can improve. Also read up on the forums. Key reading include Cisz's tower placement guide as well as the many other guides by cisz, jolin, myself and others. One way is to try the 6 element build. Basically, to complete the game, you need a combination of aoe slows (muck, roots, windstorm, nova), tower amplification (well and blacksmith), armour reduction (corrosion, enchantment) as well as damage towers such as quaker and zealot. Also, you know about the types of elemental damage? light - 200% to darkness, 50% to earth dark - 200% to water, 50% to light water - 200% to fire, 50% to darkness fire - 200% to nature, 50% to water nature - 200% to earth, 50% to fire earth - 200% to light, 50% to nature fast - creeps move faster undead- when killed, revives with 1/3 health mechnical - becomes invulnerable when mana hits 12 for 1.5sec healing - regains hp Also, do you upgrade your towers? It's better to upgrade than build a mass of low-tier towers. Pures can be build as early as 52 when you get your free essence.. Hope that helps. Play more and keep asking questions!
  10. The Forum Draft Series!! Prerequisites You must have the latest wc3 patch downloaded. Map version would be 4.3. You must have the correct map file = "Element TD 4.3" with spaces, not underscores. Map file must be in maps\download folder in your wc3 directory. Failure to comply would result in replay being disqualified. The entire draft can take some time to complete. You MUST be committed to checking the draft thread AT LEAST ONCE EVERY 24 HOURS. Failure to vote after 48 hours would result in votes being randomed by draft host. Also, ensure you have sufficient time to play out the game. Each draft is typically 4 or 5 drafters. About the draft format The pool consists of arrow towers (and its upgrades), cannon towers (and its upgrades), the 6 single element towers (and their upgrades), the 15 dual-element towers (and their upgrades), the 20 triple-element towers (and their upgrades), periodic tower of the elements as well as all the elementals, extra investments and pure essences which can be summoned from the summoning centre. The draft consists of 3 phases, the tower removal phase, element draft phase and the gameplay. Tower removal phase: 5 dual-element towers and 7 triple-element towers are voted to be removed from the pool. Element draft phase: The elementals that can be summoned are drafted. Gameplay: The drafters would then play the game with the restrictions in place. Tower removal phase There is no order for this phase. Drafter may post their votes once they have decided on their removals. Each drafter votes a dual-element tower of his choice for removal. You are allowed to vote for a dual-element tower that has been voted for removal by another drafter. 5 dual-element towers would be removed. If there are less than 5 drafters, draft host randomly removes dual-element towers to remove 5 in total. If there are more than 5 drafters, draft host randomly removes 5 from the dual-element towers voted. Each drafter votes 3 unique triple-element towers to be removed from the pool. You are allowed to vote for a triple-element tower that has been voted for removal by another drafter. 7 triple-element towers with most votes are removed from the pool. Ties would be resolved through random removals by draft host. Dual-element towers removed from the pool cannot be built, not even as intermediates to triple-element towers. Triple-element towers removed from the pool cannot be built. Element Draft phase The order for this phase would be posted by the draft host. Each drafter, on his turn, picks an element / extra investment / pure essence to add to the pool. When you specify a pick, add some comments to it. Each element can be voted a maximun of three times. Extra investment and pure essence can be voted a maximum of three times. At the end of the phrase, the picks are combined by the draft host. The number of votes for each element would be the maximum tier that element can be summoned. The order is decided by the drafters in game but only those in the pool can be summoned. Gameplay phase Drafters proceed to play a single-player game with the restrictions. Game mode is: Very Hard difficulty, pick, non-chaos, non-(extra) short, non-extreme. No other modes to be added. Once satisfied with replay, attach your replay via forum PM to the draft host and the draft host only. DO NOT POST YOUR REPLAYS ANYWHERE. Drafters may submit their replay anytime and replace it with another replay until the draft closes and last call for replays has been made. Scoring and winning replay Scoring would be decided once the number of players is confirmed. Building of removed towers/summoning of elementals not drafted will result in the replay being disqualified. Any instances of bug abuse, known or unknown beforehand and the use of cheats will result in replay being disqualified. Replays would be judged on number of leaks, time taken up to wave 60 (ronalds not included), networth and ronalds killed. Prizes, such as a custom element td mouspad/t-shirt may be awarded to the winner if the draft meets competitive requirements (as determined by the draft host.) Once you have read the rules and understood it, post your nick in this thread. You may post in this thread or PM draft host any inquiries you have on the rules.
  11. Replays! eletd_pbeta_177_pub_61_36ronalds.w3g eletd_pbeta_180_pub_61_40ronalds.w3g eletd_pbeta_185_61_49ronalds.w3g eletd_pbeta_187_61_49ronalds.w3g eletd_pbeta_189_61_60ronalds.w3g eletd_4.0_191_LWFN_61_16ronalds.w3g eletd_4.0_192_LDFE_61_6ronalds.w3g eletd_4.0_205_LFNEWD_61_44lives.w3g
  12. Build lists The roots and muck tower builds #1: DNEF Duals: magic,disease,gunpowder,flame,blacksmith,mushroom Triples: voodoo,flamethrower,roots,quaker #2: DNEL Duals: disease,gunpowder,trickery,mushroom,life,quark Triples: roots,oblivion,laser,enchantment #3: DWEF Duals: poison,gunpowder,magic,hydro,vapour,blacksmith Triples: muck,corrosion,flamethrower,zealot #4: DWEL Duals: poison,gunpowder,trickery,hydro,ice,quark Triples: muck,hail,laser,polar #5: DNEW Duals: disease,gunpowder,poison,mushroom,well,hydro Triples: roots,drowning,muck,flesh golem The nova and windstorm builds #6: LFNE Duals: electricity,life,quark,flame,blacksmith,mushroom Triples: nova,gold,enchantment,quaker #7: LFND Duals: electricity,life,trickery,flame,magic,disease Triples: nova,radius,oblivion,voodoo #8: LWFE Duals: ice,electricity,quark,vapour,hydro,blacksmith Triples: windstorm,polar,gold,zealot #9: LWFD Duals: ice,electricity,trickery,vapour,poison,magic Triples: windstorm,hail,radius,corrosion #10: LFNW Duals: electricity,life,ice,flame,vapour,well Triples: nova,windstorm,tidal,impulse Non aoe-slow Builds #11: LDFE Duals: trickery,electricity,quark,magic,gunpowder,blacksmith Triples: radius,laser,gold,flamethrower #12: LDWN Duals: trickery,ice,life,poison,disease,well Triples: hail,oblivion,tidal,drowning #13: LWNE Duals: ice,life,quark,well,hydro,mushroom Triples: tidal,polar,enchantment,flesh golem #14: DWFN Duals: poison,magic,disease,vapour,well,flame Triples: corrosion,drowning,voodoo,impulse #15: WFNE Duals: vapour,well,hydro,flame,blacksmith,mushroom Triples: impulse,zealot,flesh golem,quaker 5-element Builds #16: LDWFN Duals: trickery, ice, electricity, life, poison, magic, disease, kindle, well, flame, Triples: hail, radius, oblivion, windstorm, tidal, nova, corrosion, drowning, voodoo, impulse #17: LDWFE Duals: trickery, ice, electricity, quark, poison, magic, gunpowder, vapour, hydro, blacksmith Triples: hail, radius, laser, windstorm, polar, gold, corrosion, muck, flamethrower, zealot #18: LDWNE Duals: trickery, ice, life, quark, poison, disease, gunpowder, well, hydro, mushroom Triples: hail, oblivion, laser, tidal, polar, enchantment, drowning, muck, roots, flesh golem #19: LDFNE Duals: trickery, electricity, life, quark, magic, disease, gunpowder, flame, blacksmith, mushroom Triples: radius, oblivion, laser, nova, gold, enchantment, voodoo, flamethrower, roots, quaker #20: LWFNE Duals: ice, electricity, life, quark, vapour, well, hydro, flame, blacksmith, mushroom Triples: windstorm, tidal, polar, nova, gold, enchantment, impulse, zealot, flesh golem, quaker #21: DWFNE Duals: poison, magic, disease, gunpowder, kindle, well, hydro, flame, blacksmith, mushroom Triples: corrosion, drowning, muck, voodoo, flamethrower, roots, 6-element Builds #22: LDWFNE Duals: trickery, ice, electricity, life, quark, poison, magic, disease, gunpowder, vapour, well, hydro, flame, blacksmith, mushroom Triples: hail, radius, oblivion, laser, windstorm, tidal, polar, nova, gold, enchantment, corrosion, drowning, muck, voodoo, flamethrower, roots, impulse, zealot, flesh golem, quaker
  13. Build Design Guide Choosing the support towers The 4 aoe slows Roots Muck Nova Windstorm All 4 towers work by reducing the creeps movement speed, resulting in clumping. Nova and windstorm (unless microed well) tend to result in slightly less clumping. This makes aoe damage towers much stronger as more creeps are hit with each shot. Roots and muck can be placed at both 2-pass and long-pass areas, depending on the setup of the defense. Nova works best at long pass but it isn't too bad at 2-pass placement also. An alternative is diagonally opposite the corners of bottom right III and top right IX, the short-pass placements. The first pass area is small but it makes up with a large second-pass area. windstorm can be placed almost anywhere. The tornado can pass through ledges. One strategy is to place it right at the start and mirco it all the way through the path but this takes a lot of micro. For most, it would be together with the rest of the defense. Armour reduction Corrosion Enchantment Both towers reduce the armour of the creeps. Corrosion is aoe while enchantment is single-target. The armour reduction is higher on enchantment. one corrosion tower is usually enough to cover the whole wave (more so with aoe slows). Around 3 enchantment towers are probably needed to cover the wave. Corrosion is better used in builds where aoe damage is dominant. Enchantment with single-target towers. In the endgame/ronalds, enchantment towes can also be built to further strengthen the defense (more often in random mode) Corrosion can also be a good early game solo tower. Damage amplification Voodoo Polar These 2 towers increase damage dealt to creeps. Damage is 'amplified'. Both towers have strong uses against elementals. Voodoo can be built once some damage is in play while polar is usually left to almost the end of the game. A good spot to build voodoo is the start of your defense. The damage accumulates and the bonus damage is dealt when the creeps start leaving the defense. Polar allows your towers fire less shots to kill creeps by reducing the creep's hp. Also typically placed at the top of the defense, where the spell is casted on the creeps as they enter the defense. Polar is often spammed with enchantment in the endgame/ronalds of random games. Tower amplification Well Blacksmith Trickery Well increases the attack speed of towers. Towers fire more shots in a given time. Blacksmith increases the damage each towers deals with every shot. Both these towers are staples in any build they are available. Each supports 4 towers. Build well and blacksmith only after you have 2k gold worth of damage towers in play generally. These are not towers to start with. Blacksmith tends to lead to overkill damage. In the case where an unbuffed tower can kill the creep in one shot, the buff from blacksmith doesn't contribute anything. A buff from well tower allows the tower to take down the wave in a shorter time. Trickery tower works by creating clones of existing non-support towers. This provides a temporary boost to the defense as the more expensive towers can be cloned for a short time. A tier3 trickery is cheaper than a tier2 triple. Pures and periodics can be cloned! This also allows you to maintain some elemental strength as the towers to be cloned can be changed every wave. However this tower requires micro and can be harder to use well compared to blacksmith and well. Elemental Damage types (contributed by jolin012, with edits) Combining 2 elemental damage types. With 2 elemental damage types, one of them is your base elemental damage type and the other is your secondary damage type to cover weakness of your primary damage type. For instance, you have fire and darkness. You start with fire towers as your primary defense. To cover the weakness, you build darkness towers. If 75% of your damage is fire and 25% is darkness damage, Vs a wave of the element: Earth, Fire or Darkness: 100% Nature: 175% Water: 87.5% Light: 87.5% Non-Elemental: 80% This can be done with for example building 1 radius tower(Dealing darkness damage) for every 3 Zealots towers (dealing fire damage). Having something like 3 amplified Earth towers and 5 focused Fire towers should also work. (it's the total damage that matters not only the amount of towers) Combining 3 elemental damage types. There are 2 groups of 3 elements that cover each other in a circle. One is Earth, Darkness and Fire and the other one is Nature, Light and Water. If you do this with 1 radius tower(dealing darkness damage), 1 Quaker tower(dealing earth) and 1 Zealot tower(dealing fire damage) it results in this: Fire, Earth or Darkness: 100% Light, Nature or Water: 116.7% Non-Elemental: 80% Simplified Tower Placement Guide There are two types of placement, 2-pass and long pass. (if you want to be technical, there's another type of placement called bad placement). refer to numpad notation in cisz's tower placement guide. 2-pass areas such as IV, III, IV, IX (numpad notation) gives your towers two chances to kill the creeps. In general, most towers belong here and is where your main defense is located. Long pass areas such as VII, V, I (numpad notation) gives your towers only one chance to kill the creeps. Towers fire more shots at a small number of creeps. This is useful for killing elementals. Towers that deal their damage in an area around itself, namely nova, quaker, belong here. Long-range towers such as impulse, gunpowder, darkness and light towers are best at V where almost the entire map can be covered. The semi-long 1125 range towers, namely electricity, hail are usually also placed at V. Only the top and bottom row of V allow the towers to cover a L-shaped area of the outer path. One-pass play, not to be confused with 2-pass, is when all creeps are killed the first time they pass the towers (this can be a two-pass or long-pass placements of towers). Individual tower notes Windstorm The tornado can travel through ledges. vapour/nova/quaker These 3 towers belong to the long pass placement, mostly VII and V. These towers deal their damage in a area around themselves. At long-pass placements, the maximum number of creeps will be hit. Nova and quaker would do well enough at a 2-pass placement, when the player has no other towers at long-pass placements. Zealot This belongs to long-pass or a area with a fast second pass such as IV and III. At a long pass placement, the tower would fire many shots at a few creeps, keeping the speed boost throughout the wave (until the entire wave leaves that long-pass area). A fast two pass placement will prevent the speed from resetting for the second pass. gunpowder/impulse/elemental dark and light towers These belong best at V. At that placement, almost the whole map can be covered. The only areas not covered are small portions of /, VII, I and III. Voodoo I personally place this tower left-middle of IV. The creeps are hit as they are above IV, damage builds up, the spell does its damage around V. The creeps are hit again by the voodoo as they are below middle IV (the second pass). Some damage builds up and the spell triggers as the creeps move around I. This can be useful in taking out creeps that survive with a very low hp. Polar/Voodoo The hp reduction of polar is also counted as damage done for voodoo tower.
  14. Basics of element TD Elemental damage light - 200% to darkness, 50% to earth (ice/trickery/quark/hail/laser/nova) dark - 200% to water, 50% to light (magic/disease/oblivion/radius/voodoo) water - 200% to fire, 50% to darkness (kindle/poison/well/tidal/drowning/windstorm) fire - 200% to nature, 50% to water (electricity/blacksmith/flame/flamethrower/zealot/corrosion) nature - 200% to earth, 50% to fire (life/mushroom/impulse/golem/enchantment/roots) earth - 200% to light, 50% to nature (hydro/gunpowder/gold/quaker/polar/muck) Creep classifications Fast: Creeps move 25% faster. They move at 375 speed instead of 300 speed. Healing: Creeps will heal each unit within a 250 AoE for 20% of its max HP upon death. Mechanical (often shortened to "mech"): Creeps activate an invulnerability field every 12 seconds. The field lasts 3 seconds. Undead (often shortened to "ud"): Creeps revive 5 seconds after death with 33% HP. Every creep revives once. Types of towers There are basically 2 types of towers, damage towers and support towers. The support towers are further divided into aoe slows (muck, roots, windstorm, nova), armor reducers (corrosion and enchantment), damage amplification (polar and voodoo), tower amplification (well and blacksmith) and trickery tower. These are the 3 super duals and 8 super triples. All other towers are considered damage towers. Common terms used in element TD AoE = area of effect (towers deal damage/cast spells in an area, hitting multiple creeps.) ST = single target (towers deal damage/cast spells only on a single creep) LWNDEF = Light, water, nature, darkness, earth, fire (the 6 elements of element TD, used to describe what elements are needed to build a certain tower or in discussion of what elements a player used/randomed in a game) FDS = forum draft series (a popular tournament using the draft mode, organised in the forums by a draft host)
  15. Basic Guide to element TD Return to main guide Contents of this guide Basics of Element TD Elemental damage types Build Design Guide Simplified Tower Placement Guide Individual tower notes Build lists Replays Draft! Challenges
  16. i only remember cisz doing 1 (with 4! interests!) but's that 1.21b... it's difficult to complete a non-6-ele game.. probably a good set of 5 but it's rare to come by..
  17. LET THE DRAFT BEGIN! replay submission closes 72hrs from time of this post. You may submit your replay anytime and replace it with another replay at any time until closing. i promise not to change. 72 hours will be 72 hours. (any appeals for extra time please PM me)
  18. i think he meant it deals earth damage instead of composite...
  19. Build design draft Elements: Pure water focused fire pure light focused earth focused darkness Duals: tier3 ice (LW) upgrades to hail tier2 electricity (LF) upgrades to jinx tier2 magic (DF) upgrades to jinx, corrosion tier2 gunpowder (DE) upgrades to muck tier2 blacksmith (FE) upgrades to zealot Triples: tier2 hail (LDW) upgrade from ice tier2 jinx (LDF) upgrade from electricity and magic tier2 corrosion (DWF) upgrade from magic tier2 muck (DWE) upgrade from gunpowder tier2 zealot (WFE) upgrade from blacksmith
  20. you can play with towers on both two pass and long pass together. The standard arrow opening features the 'permanent' towers at two pass IV and temporary towers at the long pass V. most of your defense should be on two pass.. most of us play on IV and V, where IV is the two-pass and V the long pass. the towers that belong to long pass should be played at long-pass. the long range towers at V. However, you may need to take into consideration debuff towers such as slows and armour reducing towers, whether the effects last.. the placement may have to be adjusted slightly. this isn't so much of a problem at IV and V as the distance is quite short.
  21. Draft summary Duals removed: poison, kindle, hydro, quark, trickery Triples removed: gold, polar, impulse, windstorm, flamethrower, laser, tidal The element pool: interest X3 water 1,2,3 fire 1,2 light 1,2,3 darkness 1,2 earth 1,2 Final rules: Single-player mode only VH pick, non-chaos, non-short, non-extreme. No other modes to be added. You are allowed to leak but not for interest. Even if you do deliberately leak for interest, you'll probably wouldn't get a good score for time... Building of removed towers/summoning of elementals not drafted will incur a 3 point increase in total score. Any instances of bug abuse, known or unknown beforehand will result in replay being disqualified. Scoring and winning replay Replay with LOWEST score wins. Final score will the sum of each component below. Leaks (least to most) : 1,3,4,5,7 Time taken (fastest to slowest) : 1,3,4,5,7 Networth (highest to lowest) : 1,1,2,2,3 Ronalds killed (most to least) : 1,1,2,2,3 explaination: eg. for leaks, the replay with the fewest leaks will score one point. the 2nd lowest leaks will score 3 points and so on. therefore, replay with most leaks scores 7 points. in case of ties, all will receive the lower score. Time taken is until victory message appears. This excludes the ronald hunt. Best build design will have 2 points subtracted from the replay's total score. best build design will be picked by me. ( as per draft traditions where best build design is picked by host). This condition may not be used if there is a clear winner.
  22. Element draft summary... in draft order darkness3 water3 earth3 water2 water1 fire2 light1 darkness1 light2 earth1 light3 interest fire1 interest interest The pool: interest X3 water 1,2,3 fire 1,2 light 1,2,3 darkness 1,2 earth 1,2 just so happened that i was away from home over the weekned and had no access to a computer...
  23. Edited The element draft so far.. (in draft order) darkness3 water3 earth3 water2 water1 fire2 light1 darkness1 Summary: All 3 tiers of water have been drafted. Light tier1 added into the pool. tier 3 earth drafted with all lower tiers yet to be drafted. tier 1 and tier 3 darkness drafted with tier 2 yet to be drafted. fire at tier 2 with tier 1 not drafted yet. Nature will remain the undrafted element. The story: After a discussion, chris agreed to change his pick. This was to avoid a 6-element game which most felt was too easy to complete.
  24. The element draft so far.. (in draft order) darkness3 water3 earth3 water2 water1 fire2 light1 nature1 Summary: All 3 tiers of water have been drafted. Light and nature at tier1 added into the pool. tier 3 darkness and earth drafted with all lower tiers yet to be drafted. fire at tier 2 with tier 1 not drafted yet.
  25. nice to see some arguments being put up and discussion on other matters.. LOL.. unfortunately (or fortunately), all 6 elements will be available for summoning, just at what tiers.. Periodics are removed from the pool (by draft host) in the spirit of the draft to have varied strategies and not have everyone playing similar builds.. The draft was a way to encourage use of other towers and not stick to the same tried-and-tested builds and towers. And as cisz mentioned, the point of this draft is not to win against the map, it's to win against the other players. Everyone here has completed VH pick games and VH rnd games. It's more interesting to see how different players work around restrictions imposed on them, mainly the removal of certain duals and triples, and to a lesser extent (for this draft due to it being 6-ele) , having certain elements at certain tiers not available. In a way, the draft is also a cross between pick and random. Pick as you have some choice in the elements you get, while at the same time, not being entirely in the hands of the game as in random mode. Adding in the restrictions of the removed duals and triples should make for a varied game... Keep the draft going!!
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