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DreamlessX

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Posts posted by DreamlessX


  1. Just 1 think to add to the discussion...

    Though, removing interrest is a nice thing,.. it opens up the door to more creative playing. AND,.. it finally makes H/VH feel like... uh,.... hard... :) though I did like the extra interrest to just try and get as many fruit kills as I can.

    But the changes to interrest between VE and VH are just... weird...

    1% VE, 1.25% E, 1.5% N, 1.75% H, 2% VH.

    Isn´t it just the point that, very easy, should also be, very easy? because, this makes it hard for a very easy player to keep up with a normal player,.. Even if that VE player plays a bit better then the normal.

    I don't know if its intended, but, at this moment if 2 equally skilled people will get in a standard play, 1 on VE, 1 on normal... whatever the VE player does. The normal will win because he can accumulate more money.

    In my Eyes, the scale should be the other way round:

    2% VE, 1.75% E, 1.5% N, 1.25% H, 1% VH.

    In this case,.. the very easy player will have less of a trouble keeping up with normal and hard players.

    (though as I found when playing very hard... without the extra interrest, even with 2%, it becomes challenging to really efficiently get to the fruit lvl with enough thowers to get many fruitkills)

    I agree with the early comment that the new interrest, in the form of, cutting the cost of reselling elemental towers (at the invest of 2 vespene gas) to 0 also gives a nice extra gameplay element.

    btw,.. im just ratling, I hope i did not offend people.

    If very hard had 1% interest you might as well rename the mode to -Impossible :P. As difficulties scale, monster hp increases and damage dealt by towers fall by a whopping 50%. Bounty aside, if you have half the money, deal half the damage, and have to face creep with 50% more HP, you're at 2*2*1.5 disadvantage or factor of 6 disadvantage.

    Now with 2% interest the comparison goes as follows. 0.5 * 2.0* 1.5 or a factor of 1.5 disadvantage.

    Obviously the numbers may be off or hypothetical, but it seems logical at the time of posting haha.

    So case in point, if you're looking at it in a money comparison, very hard would be balanced if each tower was as effective as a very easy tower. However, 4 very hard towers = 1 very easy tower currently, so they need the extra money to sustain.


  2. I just like the fact that it changed up the gameplay in AP. I haven't played many games yet, but perhaps it can get tedious due to the fact you're playing AP with 100% resell. I guess that's a problem with this change, along with the mandatory resell that you have to get in order to succeed. Unlike AP, random mode is not tedious due to the randomness of the mode.

    You're forgetting the part where all you have to do is build 10 towers at the spawn. Upgrade them to whatever you can. Nuke the wave in a few seconds. Sell. Once you do this a few times, it gets easier and easier. Tedious and NO strategy involved. You should try doing this and you'll see what I mean ;) All that slow, fast, fastest 2 pass stuff doesn't matter anymore.


  3. We actually have an "extreme" mode where leaking a single creep = loss. But nobody ever picks it :P

    You could add a box for "Choose amount of lives" Default it at 30, and have it range from 1, 15, 30, 50. This might make the live choices a bit more apparent since nobody really deviates from "Standard" mode.


  4. @ Mega. I do agree Ele TD should be about selling/reselling towers to do well. This is evidenced in first 25 waves where frantic micro of Ray towers/killing of grenades are used to catch leaks and maximizing income. Should you be forced to continue doing this throughout the game? No. Why? Because it detracts from the strategy and smart micro.

    Here is a before and after scenario.

    My before strategy:

    Delay building of high level towers till right after interest hits. Build only in certain 2 pass zones (fastest/faster generally to maximize interest) to maximize damage. Micro of certain towers (Impetus, Celerity, Obliteration etc.). Figuring out WHEN to upgrade towers (before fast/mechanical/healing or elemental weakness waves) to clear the wave with no leaks using only the minimum amount of towers.

    My after strategy:

    Build all strong towers at entrance. Insta-gib wave in 8 seconds. Sell all towers. Collect interest for 15 seconds - 75 seconds. Rebuild at 7 seconds to next wave.

    To me it seems like alot of the gameplay value was lost. The key point is that in the older versions, you were heavily rewarded for taking risk. Now, that reward is completely cut out, letting you play safely and rewarding that. Perhaps this is where we differ in opinion. I find the new changes VERY tedious and strategically unrewarding.

    As a suggestion to the Dev team. I feel like the resolution to this issue is to simply lower the Max lives or perhaps choose a global option for the host to set max lives; eg. 50 30 10, or 1. This way, high risk high reward players need to be much much more wary and would add to the replay value immensely. Honestly, I'd like to see a 1 life sudden death mode. You mess up, you're done. This would address the 'easy mode' that Mega pointed out in which you could just sit with 20% minerals spent and not worry about leaks.


  5. With the new resell changes and lower interest of 0.84, playing the game is getting more and more frustrating. In 0.83 and prior, to do well one would have to micromanage/resell grenade/ray towers for the first 20 or 25 waves to amass a decent interest pool, and for the rest of the game could relax a bit and figure out when was the best (or only) time to start upgrading elemental towers.

    This made positioning of towers extremely important, and use of 2 pass zones imperative. It also forced the veteran player to gauge the minimum amount of towers needed to clear the wave. If you built too many or in the wrong spot, lack of a resell option punished you for all future waves.

    Now the metagame is to build as many towers as possible, clear the creep wave instantly, and just sit back and kill towers. Positioning is no longer important, and it gets tiring as hell microing for an entire hour when all you're doing is building the same tower over and over and rekilling it. This is exceedingly tedious as towers do not build instantly and is (in my opinion) killing replayability due to fatigue alone.

    I can't begin to imagine when builder abilities go in and all it takes to counter a spell is to kill all your towers and rebuild them. Hell, I cant even imagine casting spells with all the tower killing and rebuilding i have to do.

    Please revert back to the old interest system, game is getting entirely too fatiguing for players trying to do well.


  6. The reason why my experience was so bad was most likely because of the bug. I will try out the Poison Tower again, hopefully with better result.

    The tower was bugged only in 0.82. It was fine in 0.81 (albiet with a different splash radius/attack speed setup)


  7. -Poison Tower (DW) reworked to 0.66 speed, 32 damage, and 1.5 AoE per attack (max 9) from 0.31 speed, 16 damage, and 0.6 AoE per attack (max 6)

    Just so you guys know, it didn't get a major re-work like the Flooding/Drowning Tower, just damage modification and etc.

    Before its change I heard a lot of people complaining about the tower; frankly, I liked it the way it was before.

    One of my main builds utilized the tier 3 Poison Tower with Comet, and I was able to mass the whole map with it depending on how slow my opponents were. I believe I got like 666 points with the build.

    Currently, I feel it got weaker. I'm no longer able to do that build anymore due to the new change to the tower. Back then it was very compatible with the Hail/Comet tower; though I don't play random anymore, I don't know how well it'd fair with the other towers, so perhaps the change to the tower made it more practical to get in randoms.

    So far with my experiences with the Poison Tower, I feel it got weaker, especially on the Fruit level. If I remember correctly, I massed quite a bit. I filled the 4, 5, 7, 8 and 9 positions, and it just massaged the fruit. I got like maybe 10 fruit kills (something pretty low), it was horrible.

    Anyways, what do you guys think?

    870ish points on Hard. Seems fine to me. Actually working out even BETTER than before with the new max AoE. Just gotta use Springs to buff the attack speed and watch it destroy high HP fruit.

    I also entered fruit with 18 lives and not max networth (~220k) due to some playing errors. Should be even more effective in a perfect game.


  8. Poison tower is still terrible, if not even worse than it was before. The slower attack speed really seems to screw it, even though the damage and AoE is overall the same or better mathematically.

    It's such a mathematically tempting tower, but somehow it is an absolute epic fail.

    Drowning tower seems bugged — it starts at 3/4 energy, but it starts at full pressure. It's also very important that the tower's description describes what the AoE and speed is at each level, which I don't think it does right now.

    I find that Poison tower is one of the best towers still. Well + Poison lets you quickly increase the AOE and you finish off the creep with Death tower. With a max cap of 9 AoE instead of 6, its even better than before for Fruits. The problem currently is that Poison tower is super buggy and multiple towers cannot attack the same creep so you'll see one creep get through 75% of your defense before real damage is actually done.


  9. Poison tower damages do not stack.

    Eg. If I build 30 towers and they all attack the same target, only one of them does damage. Especially buggy when killing a boss and all your towers end up doing 200 damage overall :P

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