jolin012
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Everything posted by jolin012
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yep it was definitly down^^ almost a day for me.
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it would make them more useful in random, but in an ugly way. It's about not using them until after something like lvl 30, and when ya afford like 8 of them sell everything and build 'em at an earth lvl, and lvl them all up at one wave.
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erm - did he? more like he's pointing out that they level faster the more you have. In other words - this tower would only work out in masses... and while it's a weak tower at start, you've gotta be lucky to be strong enoough to survive the opening levels of it, once past that line, It'd get easier. One question, maxed fleshies, would they help to level up new that are build, or will there mana stop to move?
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hmm... you might be right that it has to be done so... but gameplaywise I'd still not think it's so hot...
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relevel when upgrading to abonimation? not hot
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[Public Beta] Thoughts about Trickery, Gold and Flesh Golem
jolin012 replied to jolin012's topic in WarCraft 3
So? a chance=damage dealt/current hp does not give well or any tower double benefits. Is there a problem in recording damage dealt? Btw, I talked with Immolatus and he sais that might be a problem, maybe Sancdars idea works if it doesn't cause lag, to record damage or attackspeed or such.(attackspeed would not be recorded for drowning ofc, as it allready gets benefit) -
that's because i uploaded the wrong screenshot:P that wrong one was a guide for how to move the storm around for blocking. thanks for noticing. edited.
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Playing around with the quark tower i found a few bugs. One is that the quark tower can teleport to the unbuildable area where random and extreme mode signs should be. Another weird this appeared, on the screenshot you can see it on the edge hmm... and the last thing is that if i tell the tower to teleport to a slot that is occupied - it decides to land as close to it as possible. that means that i can build a group of arrows to block so that the quark can teleport twice as far. Can make a short replay if nessesary. heres a screeny of bug 1 and 2:
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[4.0pb] Balancing 6 and 4 ele builds against each other
jolin012 replied to Cisz's topic in WarCraft 3
yeah, the risk is that they are not worth to build becayse they also cost alot compared to their %. including that they (sup triples) don't get boosted by duals. -
[4.0pb] Balancing 6 and 4 ele builds against each other
jolin012 replied to Cisz's topic in WarCraft 3
Also - to make 4ele stronger than it allready is, the duals tier 3 needs to be worth to use more. Here is a problem. (Although with pures as plan - you have to rebuild at some point for a 25% loss. or begin with singleele as dmg.)Pures are almost as strong as dual tier 3 and the networth is usually so low that all cash on dmg towers is on pures. I mean the 5ele build "33221"(2 eles at tier 3. 2 at tier 2 and one at tier 1.) is as strong in damage as "3332". because they can still spend all cash after supporters on damage towers with >10dmg/gold/sec even without a third tier 3 elemental. There are several ways to fix this. Make networth higher. Make tower cost lower. Make fewer/none pure essences for free. Make pures weaker. make other damage towers stronger. etc, etc. -
this is not possible with towers such as hail/mushroom. while yes they are possible for blacksmith and well... it was worse in 3.0 where a rebuild meant new full mana.
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[Public Beta] Thoughts about Trickery, Gold and Flesh Golem
jolin012 replied to jolin012's topic in WarCraft 3
hm... not really the way to handle it. the problem is that voodoo doesn't charge up from the effect of drowning. but while the ability is supposed to be exactly 50% of the tower - you could just double the drownings normal attacks charging of voodoo - but i doubt it's possible. K - is there a possible way to balance this error, such as this but possible to code too? or shall we accept drowning's ability not to stack with drowning... -
[Public Beta] Thoughts about Trickery, Gold and Flesh Golem
jolin012 replied to jolin012's topic in WarCraft 3
sorry, but it would not completley stack with voodoo still. because the effect of drowning doesn't add any damage to the effect of voodoo. the voodoo can't gather any power because the drowning towers effect doesn't deal damage, until it kills. -
I don't like this either... In fact, i don't like any mazing td where you can maze in a way that creeps pass towers like 8 times instead of once. and it takes 3 hours to beat it. (Although there might be a racemode)
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[Public Beta] Thoughts about Trickery, Gold and Flesh Golem
jolin012 replied to jolin012's topic in WarCraft 3
Sounds fair. I can't accept the current setup where it's ignoring so much things. Armor, armor type, dmg amplify... ruins game balance^^ -
This is a kinda pointless idea, maybe not even worth bringing up.
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Tidal and Quark are currently, except trickery, the only non autocast towers. I think they shall be able to set to autocast by the player. maybe even begin on autocast when built. Micro will still be worth it, if the player has time to do that. (it will hit 30 creeps instead of 1-30 ~15). I think it should be able to set to autocast as soon as it reaches level 10, quark would wait till spell is ready and cast (maybe just with creep in sight, the one easier to code). It's bad because many ppl doesn't even know they have to cast manually. with well it needs even more micro. With this idea Imo... I do think this would make the game a bit better, although i'm not sure this does even have my full oppinion. Edit: Autocast CAN be TURNED OFF
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hmm, 4 posts now about nothing
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I have not posted an easier version to understand of mine viewtopic.php?f=7&t=819&start=0 (still if anything's unclear or looks bad/weird ask, I think it shall be all perfect^^)
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sounds fair 13est, but there currently are over 10 towers that "are not changed into a dummy standard ability that stacs to 100%" so i think this is even the easiest way:)
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A Conclusion : As replacement for Current trickery i sugguest a new version. This Trickery Tower would create clones of towers as a boost. The clones will deal only 25% (50%/100%) damage (as with well/blacksmith), one clone per damage tower. trickery can like well&smith controle about 4 clones Details: The clone will not be able to sell. The clone will not be able to clone. Every tower can only have one clone. (not every tower, only those that it works on.) To make the clone deal 25% damage it will have a negative version of fire up, that does damage*0.25 instead of damage*1,25. Clones can not be the targets of Spring forward or fire up, but if it's original is boosted, the clone also gets the boost. how's that done? there needs to be a link between the original and the clone. If there isn't any way known to create such a link, spring forward and fire up could be changed to an aura within 1 or 0 aoe, so that if the clone is on top (more about clone placement later) they will both get boosted. make sure that minions of oblivion that walk over a tower don't get this boost. about flesh golem, the clone would have to stay over the original flesh golem, but they probably will, unless the player orders them to do else, as they have same range same attack area, will attack same unit, follow that unit, if the player doesnt' force them on diff targets. Also here's a thing mentioned. There won't be much difference on normal towers between trickery and blacksmith. but it does have a unique thing, it cna split it's dmg on 2 diff targets. (it=a trickery "boosted" tower). It will make bigger changes on for example oblivion, where it makes 2x as many minions, with 25% the dmg (on tier 1). How will the clone be placed? If it is no problem with placement problems and such it would ofcourse be placed on the regular buildable area, as close as possible to the targeted(buffed) tower. Else: One idea was that the clone is placed next to the cloned tower. on the path over the creeps that walk there. But that would block the sight of creeps path and laser tower would have 500/1*2000= 1 million damage (at tier 3 clone). Next idea was a bit better. The Clone will be shrinked to size 1x1 instead of 2x2 and be placed inside the trickery tower. The spice holder idea. This might be impossible/hard coded to do, and therefor i came up with the best idea so far. The clones will be placed on top of the cloned tower! there can ofc only be a 2floor building, as clone can not be cloned, and dmg tower can be cloned once. If you can make a moving tower, why wouldn't you be able to make a flying one? or "a flying one" is maybe wrong. more like every cloned tower will be flying. And to not block the sight, the cloned tower will be under the effect of wind walk, to get somewhat invisible, but still able to see and select. The wind walk shall not encrease speed for fleshgolem, or end by an attack, just need to use that "invisibility". If the tower is placed over, the idea of the spring forward and fire up aura would work out. the clone does get boosted if the cloned tower gets to be the target of a boost. it's important that the damage of the boosts is *0.25 and *1.25 so that a tier 1 clone buffed by fire up 1 gets 1*0.25*1,25 damage. and not +25% of base damage. Maybe that'd also solve the fleshgolem problem, that the clone and original buff each other. else, clone would be less valueable than well and smith. hopefully there is a better way than the aura thing for smith and will, to conect clone to original. How will this work on Enchantment tower for example? Enchantment tower is a support tower, it's damage/second/gold is the same as well tier 2. And imo support towers should not get boosted! Therefore this tower is not a problem. Towers where Blacksmith does not work out properly, like this one where it doesn't buff effect, shall trickery not be able to clone. But hydro? Hydro is weird. Actually one of the few this doesn't work out to 100%. Why? this is the same as with well&smith. well increases the flying part of the effect, for slowing down more, whyle smith does not. And in places where blacksmith can target but does not get full buff, trickery will get full buff even at level 1. only way to solve is to fix blacksmith, blacksmith should change the % chance for the effect to happen instead of damage,or change also the seconds a unit is in the air.(between lvls of smith) if it should be completley balanced, but this might be just a minor thing of minor importance. Any more questions? Feel free to ask! Oh yes, and I have a question too, is there anything that isn't possible here? and is it possible to link clone to original? Edit 001 (2/8 2008): This setup seems to be re-brought up in a new thread by karawasa now here, around 4-5 mounths later heh.. well, it's still the best one if dualshot ain't unique enough. It's quite exactly the same, except i wanted one copy because 100% was max boost anyway, now that it's 200 im fine with 2 clones summoned...
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There are some damage towers that do not get affected by well that imo should, (some does neither get affected by smith but those can be fixed to do). Thing is Towers such as Electricity, magic, oblivion and poison does not get affected by blacksmith. I know how to solve it! Make Spring forward to ALSO increase mana regeneration, and change towers such as those mentioned into mana based instead of just a cooldown. Would hail and mushroom get double buff as their effect is affected allready, and they are mana based? no! Because they would be changed into cooldown-based towers without mana. Mana regeneration increase would be made 25% 50% and 100% just like the attackspeed increase. No tower Would gain double benefits. and Imo well/smith and trickery shall not work on support towers. (sup triples super duals and flame, maybe hydro and jinx too. This has sugguested before, but hidden, together with alot more valuable ideas and info located in a thread in section "game reports". This would benefit tier 3 duals that are most likley located in a 4ele build. and 4 ele builds actually get closer to comparing themselves to 6ele and 5ele.
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join the chat channel if you wanna talk to someone, http://eletd.com/chat.html
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Every tower that doesn't work doesn't mean it needs a redesign. I believe that flamethrower just needs a buff, or maybe more like, buff the normal damage, and maybe nerf the effect. (the effect can't be everything when it has hard times getting a kill, even though it shall be combined with single target tower, and microed to ge the kill. Edit: A singletarget corpse exploder however, might do. I mean maybe why föamethrower doesn't work is because it's splash.