0rb3r
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Everything posted by 0rb3r
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The enchantment tower + well tower combination could really get interesting with manaregen… + nova + tidal… sounds like a posible future ldfn strategy… I think no one beated the 4 element challenge with these elements, am I wrong?
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The up left mazecorner is really not the best place to post your tower strength, in fact, cizs is the first one I saw succeeding in very hard putting his solar in that place. Most ppl uses storm and nova, in which case its hard to finish that fast the levels that other would be overhelmed with creeps. Maybe a pro could achieve that, but, would a pro really do that? I think its ok the way it is now, in fact it is the main reason why multiplayer is so funny, playing with pros makes you feel how good they are, as the game speed increases. Each 5 levels is anyways a bonus time to gain back the time you lost. (Of course sometimes i feel additional 5 secs. really wouldnt hurt ). BUT i have to admit that it is an excellent idea to make Race mode more fair (it just happens to often that the same player is first in a row).
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Well towers could do the perfect role enhancing other towers mana regeneration, so you could choose between autocast increasing other towers speed, or, if you are using more tidal and nova, it could autocast boost them up with mana reg. (at least, this towers gain low benefit from increased speed, right? mana would be far more interesting). Nova seems anyways to be limited at the moment more by skillcooldown then by mana, but it could be re-adjusted.
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I would vote for a total random creep option, so you can forget about wave 39= duneworm and so on... Each level should have a 15% chances to be fire, water,... and a certain chance to be mechs, undead,... you just know for certain what's going to come next level between the levls 5 and 60. This would be really something new and challenging as you can get many typical leaking levels in a row. It could also be combined with the actual chaos mode as it is. Btw, yes, chaos should give bounty according to wave, not to creep, ONLY in case that the total money earned by bountys could be different comparing chaos and normal mode. "Chaos should be fair" .
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Yeah, I also got tired about those redheaded freaks (sorry Ron.) but the clowns were really useful on finding out the strengths and weaknesses of your strategy. I think finishing lvl 60 and thats it, bye, is a really bad idea, I always saw ronald as the expected prize or goal for surviving, even if after some time ronald starts sucking. Therefore I am for a replacement but against a lvl 60 end. What would you think about fighting all those elements you didnt chose with your lumber? So, lfwd-n+lfwd+lf would have to fight mixed very strong (3/3) earth demons, strong (2/3) nature demons, medium (1/3) water and dark demons, very strong (6/6) gold golems and strong (4/6) pure elements ghosts, or so. I really prefer to have a variable lvl 61 instead of always the same boring grilling party with immortal bigmac ronalds.
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Ok, just reduce the duration of the tornado so that in case its on the wrong side you dont need to wait 10 secs to be recreated on the right side, it would be more case-sensitive. But I still think that the actual stormtowers are way powerful enough.
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I dont know if its me but I really didnt find the point at all at the lunar curse skill of moon towers. Ok they deal nice damage but in my opinion it can be done more with that skill, I really tried to combine lunar with splsh towers or slow towers and concluded that they are mostly a bad choice and should be rebalanced. Is anyone using this tower in his strategy? Maybe a permanent down-level creeps skill would do it.
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If the fgolems would get that skill, 2 comments: No radius: The tower would lose big part of its strategical gameplay, as for now you have to think twice where to put the tower and give it a dirtpath to move freely to attack, if the tower would get xp on any distance big part of its "uniqueness" would get lost. On-kill: The problem with on-kill towers is that the encourage to build a more than average amount of them. In this specific case the effect would be opposite, as it would make less sense to build 4 fgoltowers in a dead-end passage if only one of them would get the bounty. So, they would not directly get last-hit towers but I really loved the towers the way they are now, any change would need serious re-balancing.
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If you are serious on this I really cant think of any better way to bring back old EleTD players and newcomers to play again this game in final ver. At least, no one is going to forget the pit lords voice saying "Wait a sec, what are you doing nnoo, no, ... noooo" when you summon light element. I really think that this would give the EleTD revival concept a new dimension. About the distraction matter, normally when Im bussy I cant see the trophys and if I dont want to listen the soprano-firelord mocking my ice towers, I just dont listen to him. Attention is pretty volonteer in this case. Of course some newcomers may be unable to ignore some comments but .. hey, they will surely stop laughing when they start leaking
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Actually I saw that these towers are using mana for something. I woudnt wonder if it is the max mana which stops them from getting to lvl 20 (20 corpses eaten) too fast as, they already do +4000 damage at that level of growth.
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I always felt the first 10 waves there is a lack of action, so I started microing, but still feel that the start is a bit slow. I voted for leaving it the way it is because if there is no more micro, the first levels would just get boring and the gameplay would really get ruined, cisz is very clear about that. What would you think about reducing the 15 sek. mark to 12 seks for the first 10-15 lvls or maybe even until you get your first element? My Position: As on the first levels rebuild can be done faster that on later game, microing should be more challenging as you need to plan much faster what, where and when to build. It would also save a bit the "OMG I got interest ... oh just +1 gold"-lagune. If you attach this to the point when you acquire your first element you would even encourage skilled players to wait untill level 15 to spent lumber so they enjoy fast microing the 15 first levels and get a decent reward for the stress.
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I think that it is out of subjekt to further increase the power of storm towers, they are already too strong. The huge aoe does already big share of the work. Anyways, if someone's leaking the hell out because the tornado is on the wrong side, in my opinion this means that the tower is too strong as a too crucial part of the defenses depends on it. Its always better to have a plan B in case this happens.
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Excellent idea, you could include a feedback so that the acolyte builder displays the silenced symbol (from the skill of Sylvanas in W3) and make the annoying guy listen the silence skill sound each time he writes a message, so he knows he is actually talking trash. Lol that would be funny
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maybe the too low damage thing can be solved with a strong slow-down combo (Cisz replay is really selfexplanatory), but sun is still only useful under that conditions and poor flexible. Adding a short faerie fire effect on hit creeps would give a good added value to the tower and make it more useful and attractive also when playing other not slow-down towers. Specially on hard dif. sun towers could get this way more unique as they improve damage efectiveness of all towers attacking the row.