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Everything posted by WindStrike
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Suppose you could, might increase your bounty. Though that'd be easily abusable, lol. And you know me - all I do is abuse.
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While that idea works pretty great (1.5 Beta), it does have some flaws. To kill someone with, say, Dark Healing, you wouldn't want to spam Jinx towers all day. Some type match ups also don't go particularly well. That said, below is an "update" idea on that which exists. Attached is the ability mapping update for this idea. Below is an explanation of stuff regarding it: Towers do not send fast creeps. As there are 6 elements and only 4 creep abilities, they are now spread evenly over the 24 damage towers.The four slowing towers (Muck, Barb, Ion, Nova) send creeps with Speed Aura:Speed Aura increases the speed of all nearby creeps.Level 1 increases by 7%.Level 2 increases by 20%.Speed Auras summoned by different towers will stack. Two mucks won't stack, but a muck and a barb will. The four damage amplifying towers (Incantation, Jinx, Polar, Erosion) send creeps with Damage Reduction Aura:Damage Reduction Aura increases the damage reduction of all nearby creeps.Level 1 increases by 7%.Level 2 increases by 20%.Damage Reduction Auras summoned by different towers will stack. Two jinx won't stack, but a jinx and an erosion will. Well towers can give a single target Super Speed:The Super Speed buff increases a target's speed drastically for a period of time.Level 1 increases by 15% for 60 seconds.Level 2 increases by 30% for 60 seconds.Level 3 increases by 90% for 60 seconds.Super Speed can be cast every 15 seconds. Forge towers can give a single target Super Armor:The Super Armor buff increases a target's damage reduction drastically for a period of time.Level 1 increases by 15% for 60 seconds.Level 2 increases by 30% for 60 seconds.Level 3 increases by 90% for 60 seconds.Super Armor can be cast every 15 seconds. Trickery Towers gets the Clone Creeps ability:The Clone Creeps ability clones a target creep for a duration of time.Level 1 clone lasts for 10 seconds.Level 2 clone lasts for 20 seconds.Level 3 clone lasts for 60 seconds.Clone Creeps can be cast every 15 seconds. Note that a healing creep that is cloned still gets its effect off. If an undead was cloned and died, its end effect still goes off, and the respawned version stays until it dies.Clone Creeps won't target images. It'll still target the actual creep with the image ability, but not the images themselves. Same with respawned undead creeps (if that's possible). Overall, this suggestion gives a higher purpose to support towers as also being an offensive option for helping push an offensive build. Additionally, some of the creep types that were practically invalidated before due to "spamming of support towers" are now viable for pushing towards. Everything else regarding Wars mode stays the same. Are there any potential problems that people see with this suggestion? Might have to switch the Damage Reduction Aura and Speed Aura around and mess around with numbers, but overall, it seems pretty solid to me and a considerable improvement to the current version. Ability Mapping 2.docx
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Alright, so since Quark got fixed for the most recent version (1.5 beta), I decided to give a test match to see how it performed. The attached replay is the result. Quark towers.... did not do that much damage before, lol. Probably 75% of that damage, and it was fine at that amount. So I vote a damage nerf down to 45 per orb from 60. No less though. The reason they went up so to 60 was because before, they didn't hit crap. Now they do. Now for the visual errors. I don't know if this is due to the latest patch for the 1.5 beta or the latest patch of EleTD; they both happened close together and I didn't test until today. However, I will still note all of the errors I saw: Lighting. I have all of my settings on high; I can run max, but due to the sheer amount of stuff on screen in most games, I keep it on high. All of the level 1 elemental towers looked... off. Their lights were off. It's like, you build it, and the second it's built, someone flipped the light switch off. Imagine the Nature tower (a crystal) with no lights. It looks... bad. Fire towers looked ominous, and Earth towers looked identical (lol).Quark tower doesn't get kills. It does more than enough damage, but its kill count is at 0 despite its actual kill counter being in the hundreds.That said, the orbs are getting kills. When you buff the quark tower with say, a forge tower, the buff effect goes on the quark. However, when it starts attacking, every time a new orb spawns, the buff effect goes off on that spawn point. So... get enough quark towers and forge towers and you get some lag. It's worse when you do well, but that's only possible to pull off level 3 of both in Team Mode.Fruit become tiny for no apparent reason. I don't know if it's an effect that goes off or something else, but they will go super small for a long period of time, becoming practically impossible to manually target. Asides from that, I did not notice any gameplay bugs, except one thing... did you buff the creeps hp slightly? Round 11, I should be two-shotting every creep with Earth Ray Towers. I was three-shotting, and I checked their hp - it was 28. Not 26 like it says on the site (and what I'm used to). Once I got my overpowered Quark towers out, I didn't notice it because they were overkill. Element Tower Defense _14_.SC2Replay
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Hahahah, that's what I thought I read initially, lol. Guess my misreading turned out to be true. Regarding increasing move speed of builder, I think a passive upgrade you can buy for your builder would be better. A simple, 500 mineral cost for double move speed. It would still be in the abilities menu, but it'd be at the bottom. Speaking of passive things, I suppose a build rate increase could be another thing.
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If you're going to add such a menu to builders, then you may want to move all of the other queries and buttons off the builder to the Elemental Summoning Center. Heck, it makes more sense there anyways. But yeah, you don't want the whole builder menu clogged and convoluted, so... may want to consider that.
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Decrease rate of cooldowns. Things that this would do: Cooldown timer on Forge buff goes down to 50 seconds (example).Torrent towers gain 25 energy.Hail would fires at x3 for 7 seconds and 2 seconds downtime.Runic fires its ability for 4 seconds and 5 seconds downtime.Disenchant goes off every 0.75 seconds.Stuff like that. That's all I got. I take it these things wouldn't be heavy increases but maybe... 20-25% increases at best?
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Sure, I'll be up for it. I think a draft pick using the new Wars would be fun, lol. But that should wait until that mode is fully fleshed out and balanced.
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I'm honestly not too fond of it, twould prefer the old quark back. It just doesn't seem to hit right. Secondly, for maze mode, it's inferior compared to the previous version. Sure, you can hit things in a circle path, but the old quark could hit everything inside the circle as well. EleTD is holding very well on the Arcade side. I just hope that transfers well to the standard game side once the beta testing period is over.
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True. And the next mode to EleTD should keep the game from falling. Assuming it goes well, I mean the concept is great, we just don't know how it's going to turn out until it's tested, lol.
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It won't be continuing when it goes live, as far as I know. Regarding its position in rankings, keep in mind that there are a ton of undiscovered maps in the standard game, so when 1.5 does go live, while I don't necessarily expect EleTD to be at the very top, I will still expect it to be the top Tower Defense game. Unless there's a hidden gem somewhere that no one currently knows about...
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I'm thinking possibly the creep's elemental icon? Just a thought.
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Karawasa has a Element Tower Wars mode in the works that I helped out with earlier today. Fear not, if anything it's a more competitive version of the current TD. Got some kinks to work out, but overall I think it will do a lot better.
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Time to use the beta to get popularity on EleTD, lol. Dling and installing now.
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Yay, I actually came up with a good idea! Now, while I would like the whole "dual sends its respective elements" and same with triples and whatnot, it feels like it's just going to become a party fest of every element of creep... which can be cool, but overall, sending a diversity of creeps with every tower isn't that great an idea. Usually, you'd want to send a single element to counter the opponent's defenses, so here's an alternative idea. Every tower in the game has a single element for an attack, yes? Make that the element of the creep that is sent. As for creep scaling, while I'm fine with "next level is x5 hp" or something like that, all of the max level towers will have to be... approximately equal, or else everyone is just going to spam one set of towers. Currently, there's also only 5 creep abilities in the game. I've made the suggestion before of using those and adding a bunch, though that ends up being too many abilities. So instead, I suggest just adding 1 creep ability and a bunch of "aura creeps". Alright, there are 15 dual towers, 3 of which are support towers. 12/5 doesn't go so well, so let's go with 12/6. Two dual towers will share the same creep ability. Likewise, as there are 12 triple damage towers and 8 support, two triple towers will share the same creep ability as well. As for support towers, they could send creeps that create an aura around them. Not the dual towers though, I still feel like they're a requirement to having the best defense (all the top replays for highest fruit kills involve the dual support towers, though it is more difficult to pull those off by a longshot). So let's make it so the triple support towers are also more offensive. 4 different auras, so 2 triple supports will also share the same (it should not be possible to get more than 2 of the level 2 auras). Creep Abilities: MechanicalVariation 1Level 1 - Duration of invincibility is 2 secondsLevel 2 - Duration of invincibility is 3 secondsLevel 3 - Duration of invincibility is 4 secondsVariation 2Level 1 - Time between invincibility decreased by 2 secondsLevel 2 - Time between invincibility decreased by 3 secondsLevel 3 - Time between invincibility decreased by 4 secondsUndeadVariation 1Level 1 - Undead creeps respawn at 25% healthLevel 2 - Undead creeps respawn at 37.5% healthLevel 3 - Undead creeps respawn at 50% healthVariation 2Level 1 - Respawns once (25%)Level 2 - Respawns twice (25%)Level 3 - Respawns three times (25%)HealingVariation 1Level 1 - Heals 15% health to all creeps within 3 AoELevel 2 - Heals 20% health to all creeps within 3 AoELevel 3 - Heals 25% health to all creeps within 3 AoE (25% at 4.5 = brooooken)Variation 2Level 1 - Heals 15% health to all creeps within 3 AoELevel 2 - Heals 15% health to all creeps within 4.5 AoELevel 3 - Heals 15% health to all creeps within 6 AoEFastVariation 1Level 1 - Duration of fast is 1 seconds at 2x speedLevel 2 - Duration of fast is 1.5 seconds at 2x speedLevel 3 - Duration of fast is 2 seconds at 2x speedVariation 2Level 1 - Speeds creeps up by 2x speed for 1 secondLevel 2 - Speeds creeps up by 3x speed for 1 secondLevel 3 - Speeds creeps up by 4x speed for 1 secondImageVariation 1Level 1 - Duration of image is 5 secondsLevel 2 - Duration of image is 7.5 secondsLevel 3 - Duration of image is 10 secondsVariation 2Level 1 - Time between images decreased by 2 secondsLevel 2 - Time between images decreased by 3 secondsLevel 3 - Time between images decreased by 4 secondsHealth BoostVariation 1Level 1 - Has 15% more healthLevel 2 - Has 22.5% more healthLevel 3 - Has 30% more healthVariation 2Level 1 - Has an extra 15% health in the form of shields; it regenerates to maximum if not hit for 5 secondsLevel 2 - Has an extra 15% health in the form of shields; it regenerates to maximum if not hit for 4 secondsLevel 3 - Has an extra 15% health in the form of shields; it regenerates to maximum if not hit for 3 secondsNumbers are just concept. A dual and triple share practically the same variation - triple will have slightly higher versions of levels 1 and 2. So a level 3 dual will have higher on the ability, but a level 2 triple will have more health. Not sure how that'd work with the health boost, lol. I guess it's just a buffed up level 3 dual creep. Auras: Speed Aura - Provides a 10% speed boost for all creeps within 6 radius; Level 2 is 20%Regen Aura - Provides a 1% health per second bonus for all creeps within 6 radius; Level 2 is 2%Armor Aura - Provides a 5% damage reduction bonus for all creeps within 6 radius; Level 2 is 10%Evasion Aura - Provides a 7.5% chance to dodge bonus for all creeps within 6 radius; Level 2 is 15%All of these are just random ideas. They're probably overpowered with those numbers, but it's just concept. Obviously, same auras cannot stack. Regarding income, you could honestly just axe it if you want and instead have the creeps that come in normally for the standard rounds (keep interest maybe?). However, they'd only come in at 10 creeps, a wave every 30 seconds. This is simply to ensure players build towers so that their creeps are actually being sent. Likewise, the creeps you send is also every 30 seconds. This time may increase with higher rounds (maybe). The maximum number of creeps that are sent at one time is 20 (in addition to the standard wave, 10). If you have more than 20 towers, what it'll do is carry those set of creeps over to the next round rather than trying to send all in one wave (60 healing creeps in one wave all stacked on each other..... yeah, god no). Creeps should still scale over time, but their health will still increase with tower upgrades. I'm not sure I agree with x5 for each (x3 for the basic towers), but until it's been tested, I'd go with it for now. So yeah, there's my random 'little idea'. Admittedly, it's not a true tower wars, but I'm still not sure how a full out tower wars version of EleTD could work while still keeping the style and feel of EleTD. If anything, it's a more competitive version of EleTD, which I think would be frigin' sweet.
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3 contestants with guaranteed prizes? I'm thinking not enough people saw the memo about the tournament. I'll stick around in the Element TD channel a little bit over the next week and see if I can get more people in. Having a guaranteed prize seems... eh, I don't like it, despite the fact that I want that mousepad. SC2 1.5, please oh dear god, fix things.
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There may be more; they just might not have posted it anywhere. We'll know by tomorrow whether Karawasa is extending the competition or if a bunch of people sent replays in.
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Fascinating. Sounds like a bug that was fixed in a recent version where, right as the voting finishes and it's on short or very short - if you tried getting the elements too fast, it wouldn't spawn them as enemies that die instantly. Instead, it was your unit. Karawasa fixed it by making it so you can't do that, which I think might be the cause of that rematch error. Rematch seems to cause a lot of errors that don't happen normally. That voting screen bug does sound quite annoying, lol. Hopefully it gets fixed. Heck, I'm gonna try that double-click vote using multiple menus (like w/ teams) and see if I get the same issue. Thanks for pointing it out.
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Since there were no gameplay changes, 1.27c should work perfectly fine. I had to make a new replay due to a change in a certain tower that changed things quite a bit for me. Well, the Light Tower at 1 speed for whatever reason actually helped me, but since it's supposed to be the same DPS, it probably doesn't matter.
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You got three days left. Good luck man! Sent mine in already, though I miiight attempt another. Depends on how much time I get.
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Another thing, since 1.5 will now allow for customized health bars, say Fire element units can have Red health bars, Water with blue, etc. I'll look through some more stuff regarding 1.5 and potential improvements to EleTD. Don't forget that a tutorial map will be able to be attached to the map, so while we don't want the game to be so complex, things can now be pointed out in the tutorial (well, will be).
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Every tower in the game is supposed to be special in some way, and currently, the Jet tower holds the sole ability to attack ground. Honestly, I think every splash tower should have the ability to attack ground. Jet could stay as is even if multiple towers have attack ground capability. Actually, I would LOVE IT if Muck and Barb towers had attack ground. Mildew would work great with attack ground as well. It's not something that would necessarily give the most damage output, but it's very helpful. The way there's no attack ground on every tower is kind of like how in the standard game, there's no autocast on anything except one or two abilities. Back in Warcraft 3, just about everything had autocast - if it made sense.
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Woops, that's when it's getting level 3 well tower boosted... However, I still think it should be 1 (with a level 3 well tower, it would end up only having 1 wasted shot). A wasted shot is when happens when there's multiple shots out at once all directed at the same target. The first one hits and kills the target, and the ones following it hit a corpse. That's why it's great to have faster projectile speed - less or no wasted shots (magnify and celerity are instant and have no wasted shots), and thus a more accurate rendition of the DPS amount based on the stats of a tower. Light actually has fairly good projectile speed, but a level 2 well boost at its current 0.66 speed will have it shooting 1 wasted shot at maximum range and a level 3 well boost can have it shooting 2 wasted shots. If its speed were 1, a level 3 well boost would only have it shooting 1 wasted shot at best. Why I prefer Forge 3 w/ Pure Light - no wasted shots, suckers. On the flipside, Forge 3 can suffer from overkill which is arguably just as bad. Nature well... it only has 10 range. All short-mid range towers are going to have very few wasted shots even with Well 3 boost. Nature going to 1 fire rate would then actually be a buff w/ Well 3, because then it pretty much can't have wasted shots (it ends up having 1). And quite frankly, that tower in no way needs a buff (see - every replay I've posted involving pure natures, ie DEWN and two variants of LNFE). That said, I vote Light goes to 1 speed.
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Increase the projectile speed of Ice Tower. As it is, when it's hitting in a straight line, it still slaughters, but when it's shooting sideways such that only the explosion would hit, it uhh... due to it now being 2.5 AoE (which is fine), it literally cannot hit something that's not in its line drive. Jet and Shrapnade can still clip them, but Ice is incapable of doing so. Ideally, the line drive (or half of it) would still miss, but the explosion can still hit. ... that, or give the explosion a half radius of 3.75.
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Oh Earth is 1, durr hurr. Well in that case, nature. Nope, I lied, make it Light. While Light SHOULD be decent DPS for its range, at 0.66 speed, it can actually have up to two wasted shots. It'd be better off at 1, where it can only have one wasted shot. I dunno really.
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Why the change, now we have 3 basic towers with 0.66 and only one with 0.31... and BTW, why is it not 0.67 and 0.33, is there any programming reason for that? Water tower was originally 7 damage at 0.31 attack speed. DPS wise, Pure Water was lower than Periodic Tower of Elements AND lower range, so I suggested buffing it to 9 damage at 0.31 attack speed. However, that's a little overboard, but on the flipside, 8 damage at 0.31 attack speed was a little low. I would've suggested 8.5, but Karawasa doesn't want to do with decimal numbers, so instead he did 18 damage at 0.66. Comparing DPS amounts from before to now: 7 @ 0.31 = 22.5 DPS8.5 @ 0.31 = 27.4 DPS9 @ 0.31 = 29 DPS18 @ 0.66 = 27.3 DPS So it's about where my wanted-suggested level was. If you want the attack speed change, I suppose Earth can increase to 1? I dunno, lol. I think the 0.31/0.66 is for tweaking reasons as opposed to using 0.33/0.67. For example, the Water change worked out a little better using that particular switch. I'm honestly not sure though. And yeah, it's kinda easy to guess what I'm doing for the replay tournament. Good luck doing it as good as I am though. o_O Let's just saying I'm aiming for rush kill.