dg86
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About dg86
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Triple Element Tower 1
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Yes I do. I mean I'll put it blatantly: I don't think that easier difficulty levels should have more cash than the harder ones. If you can kill your waves with less towers, you should have your income reduced in kind. Right now, vh makes 1.1 creep bounty (I believe normal is 1), so for 10% added bounty, they have 100% harder creeps. This really makes little sense.
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2%+percentage of creep HP divided by armor. That is, for very easy, they get 2.00+.5/.9=2.56% VE: 2+.5/.9=2.56% E: 2+.625/.8=2.78125% N: 2+.75/.7=3.0714% H: 2+.875/.6=3.4583333% VH: 2+1/.5=4% And then, we'd all get to summon 11 element guardians instead of 10.
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The numbers: Quake: .4*200/.66=121.21 Torrent: 2067/(100/(10/(1/.31)))=66.6774194 Aka: Quake: 40% chance to hit for 200 every 2/3rds second=121 AoE DPS Torrent: 2067 damage/(100 attacks/(1/.31 attacks per second))=66.6774194 AoE DPS Yes, torrent has 2 more range. That is irrelevant. On single target damage: Quake: 200/.66=303 Torrent: 80/.31=258.064516 Also of note is that even with a fountain tower, you'll only get torrent/tsunami's AoE once every 14 seconds. This is compared to 1.21 AoEs every second with quake. Meaning that your variance will be through the roof on torrent. Sometimes, you'll completely overkill a wave, and other times, the AoE won't hit jack crap. Conclusion: Torrent is extremely shitty. Furthermore, until both mildew and ice get ground attack commands, mildew >>> ice by virtue of the fact that you'll only hit ice's detonation if you're firing directly into an enemy line, instead of any other direction. Aka if you go LNW, your triple-element tower sucks, as does your aoe dual element. So if you want to go immortal+fountain, those are the only two towers you'll be building the entire game. Suggestion: instead of cranking up the levels on torrent, simply have it do a 360 AoE pop every 10 attacks, and have tsunami hit for 1800 every 10 attacks automatically. Also, increase single target damage to 90. Ice needs attack ground.
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On the topic of laser: the problem is that its own 2-element towers really don't mesh all that well with it. Electron and trickery are more light damage, and cannon really has no synergy with it at all, either. Now once you start looking into quad element builds: DELW: Laser becomes a bonus to hail. DELN: Laser becomes a bonus to obliteration. DELF: This is just a stupid build. Radius/flamethrower/money/laser on triple element? Even if radius is amazing, money, laser, and flamethrower all suck. This tower simply has no identity on its own. Its dual-elements have no synergy with it, and quad-elementing into anything else just gets you a better damage tower that eclipses it (that is, DL gets you 2 very solid damage towers in hail and oblit, quite possibly a monster (or a complete dud) in radius, and something completely hohum with laser). There's honestly no real way to reconcile the fact that the other 3 have very strong long range aoe damage, and laser is short range and single target.
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Honestly ice will never be good until you can make it attack ground. Mildew needs the same treatment as well.
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Okay, point made--then make the tower unsellable while the element change is on CD. And if this CD is something like 4-5 waves long, then it'll be a decision not made lightly. Also I suppose if you gave the tower a cost for changing elements (EG 10% of its total cost), that might also balance this. EG 150 for a level 1 triple, 500 for a level 2 triple, and so forth. The reason is so that you don't have things like the hail tower tech tree, which is all light, except for poison which is water. For instance, think about quake. (EFN). It itself is an earth-type damage tower. Its three two element towers are: forge (fire), mold (nature), and infrared (fire), so even if you discount forge due to its support tower nature, you still have all three types of elemental damage in three solid towers (arguably infrared could stand a buff). The reason I suggested this is this: Consider hail (DLW). It does light damage. Its two-element components are trickery (light), ice (light), and poison (water). And considering that poison sucks, this makes this even worse. Now what if you made ice a water type tower? Now consider torrent (LNW). It does water damage. Its base towers are well (water), ice (light), and perpetual (nature). So if you made ice a water type, now suddenly the torrent tree is unbalanced in terms of the damage types it has. Hence I believe players should be allowed to change the elemental damage type of towers. Yes, this may result in some triple towers getting spammed (EG hail water, hail light, hail dark), but if every tower was useful (quite a few are not--flamethrower, celerity, ephemeral, laser, torrent, drowning are all very much useless, and in terms of duals, ice, jet, perhaps electron, poison, death, infrared, possibly magnify are all substandard), this would not be a needed measure. However, due to the fact that there are so many bad towers, IMO the players should be able to make up for this.
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So long as the CD is long enough that we're not just switching elements depending on the wave (IE greater than 60 seconds), IMO it's just something that should make him be honest with the fact that certain builds might simply suck due to no variety in damage type, and this would allow players to address this. I mean yeah, you can have oblit light+oblit nature, or hail water+hail light to give you a more rounded build. But IMO that's a fault of the game's for not providing us with enough different towers to get access to those damage types to begin with and has nothing to do with balance so much as an aspect of the game's design which can be improved. IMO it's not supposed to be a feature unique to one tower, but to all towers with 2-3 elements.
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So I was wondering...why do certain towers do certain damage types? Why is one damage type more valid than another? Why does a life tower do nature? Why not light? What about my personal pet peeve--hail--why does it do light, and not water? Well, long story short, I was wondering--what if we could toggle tower damage type, albeit with some arduous cooldown (EG 180 seconds or so) in order to be able to round out damage types? For instance, consider the hail tower--aside from the poison tower, which I have no reason to believe is any good, ice, trickery, and hail are all light based damage types, meaning they are all weak to the same element--earth. But what if I could change one of my hail towers to a water type damage? Or a dark type damage? This would allow me to diversify my elemental damage types. This issue also compounds depending on certain builds. For instance, IMO, the new "in" build is EFLN (level 3 EF) for very similar reasons to DELN. Now in this case, both money and quake towers are earth type damage. Well, what if we could make one of these a fire type to cover the nature weakness but in turn create a weakness to water where there was none? Now I realize that this may allow players to get away with massing a single type of tower, but on the other hand, I do believe that it would really create some excellent strategies if you consider a quad element build.
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I think everything is fine now in terms of this issue. Now to get replays working so I can see how people get freaking 400k net worth with quake or haste on very hard. (Tried haste on very hard...and in the words of GSP...I am not impressed by this performance.)
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Oh so now I can get immortality+deceit+spike+invocation towers with 3% interest? HELL YES!
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Argh. Well, what I have to say is this: there are tons of strategies that work spectacularly well on hard on down that simply do not work on very hard. In many cases, a normal player can rack up crazy amounts of interest where the very hard player would have to build more towers. I wonder if it'd be fair to make the bounty based off of effective HP--that is: 50% HP, 10% DR=.5/.9=.55 62.5% HP, 20% DR=.625/.8=.78125 75% HP, 30% DR = 1.0714 87.5% HP, 40% DR = .875/.6=1.458133 100% HP, 50% DR = 2. Right now, I believe that very hard gets 1.1x bounty, and I believe very easy gets 1x. I suppose now that the countdown timer is 60 seconds, it's independent of other players, but the other day, I was seeing normal difficulty players fill up the field with seism towers. Tried it on VH, had like 40k left unspent and died to the last two commandos because I kept hoarding, with like a network of 100k. Maybe I was doing it wrong but ehhh... Hail tower still needs to have damage changed to water type. I mean consider this: light+water=light damage. Dark+light=light. Dark+water=trash (don't get), and dark+water+light=light. Obliteration tower needs to have its manual reload time down to 7 seconds. If you don't want to manual reload, fine. But if we're vigilant enough to reload at just the right time, I think we shouldn't get screwed by manual reload cooldown. That is, if a tower works better through micro, we should at least be able *to* micro it. Tsunami is nowhere near as good as quake. It's not even close. Can we please address tsunami, hail, and the fact that very hard doesn't get enough $ in comparison to lower difficulties?
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That's ridiculous. I'm sorry but I find Mildew to not be everything people make it out to be. Now maybe I'm putting them in the wrong place but they always leak bosses and later fire waves.
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Can never go wrong with a vanilla long range aoe splash type tower.
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How the hell do you get enough interest in a multiplayer game to fill up a map with hails let alone comets?