Guest Timberwolf Posted August 19, 2008 Third: Things to test: -Try out Flesh Golem and Jinx Tower. How do they feel? Do you like them? -How does the extra time feel for Short and Extra Short modes? -Do you notice an overall performance increase? Are Ice and Gunpowder better now? -For those of you who play on a lower difficulty, how do healing waves feel now? Undead waves? - As I said in the flesh golem thread, I could use a go over of how they are supposed to be working. Seemed a bit confusing. I haven't tried Jinx yet, it's next up. -Extra time was good. Nice addition. -I didn't have any performance issues personally so far and my system is pretty low end. Seems to be running well. -Healing waves seem closer to their old ways pretty much on normal in 12 after being too much in 11 where units were rocketing up to full health. Of the two betas 12 is much better as 11 healing was overpowered on lower settings. Undead waves seem the same as always and I don't detect any real change while playing the 11 and 12 betas, haven't really experienced any new kinks to undead waves in these two betas personally. Go to top Share this post Link to post
Karawasa Posted August 19, 2008 - As I said in the flesh golem thread, I could use a go over of how they are supposed to be working. Seemed a bit confusing. I haven't tried Jinx yet, it's next up. -Extra time was good. Nice addition. -I didn't have any performance issues personally so far and my system is pretty low end. Seems to be running well. -Healing waves seem closer to their old ways pretty much on normal in 12 after being too much in 11 where units were rocketing up to full health. Of the two betas 12 is much better as 11 healing was overpowered on lower settings. Undead waves seem the same as always and I don't detect any real change while playing the 11 and 12 betas, haven't really experienced any new kinks to undead waves in these two betas personally. 1. A Flesh Golem(this applies to tier 2 as well obviously) can morph between Normal Mode and Link Mode. In Link Mode it cannot move or attack. When a Normal Mode Golem attacks, it draws upon nearby Link Nodes(of the same tier only) for power which adds damage to the attack. The Link Nodes can "powerup" a Golem every 0.5 seconds, thus there is a CD to their effect. The formula for an attack is base(4000) + bonus(2000)*#(X Links)*1.05^#. 2. Good to hear that you're not having performance issues. How does it compare to B11? PB? 3. Glad you like the max hp change to solve healing wave imbalance. The reason why it balances undead too is because the undead unit will revive with a % of the balanced max hp. Speaking of which, undead creeps are too weak now(it sets the current hp to % too, even though the max hp is balanced)... Go to top Share this post Link to post
Guest Timberwolf Posted August 19, 2008 I haven't played that much with PB 11 becasue 12 came out so quick so I can't draw much of a comparison. As for performance issues, I've never had much trouble in single player in the past unless you're into a really really huge long Ronald hunt. I've yet to experience any sort of problems with performance in PB 12, personally. In single player I rarely have issues, but online I can if I'm hosting with more than about 5 people so I usually only host with that many. Obviously I haven't played the private beta with others. In general the game has always seemed pretty stable single player to me. Healing waves are still tough in 12 but at least manageable. In 11 it felt a lot like it was too strong and you were basically playing a wave 2 difficulty setting above what you chose. Where as in 12 I'm getting the felling that speed waves and healing waves are about equally as tough. The undead waves do seem a bit easier. As for Jinx... okay, the new Jinx rules. I attached the replay of my first meager effort with it. Just basically testing the new tower really. A game on normal difficulty, and I still failed miserably lol but Jinx was not to blame at least. Played a D/L/F/W build. Yeah I probably should have built Ice towers but for some reason I tried to trudge through without them. I think I positioned the first Jinx I built wrong here as part of it's radius is flying right off the map, but I wasn't sure how it's new skill would work and I managed to deal. The thing I like about it is with that adjustable range it can work slightly different in single and double pass which is going to make it pretty popular. I think this one is going to get a lot of use. Private Beta 12 Jinx first use.w3g Go to top Share this post Link to post
dvdlesher Posted August 20, 2008 Things to test: -Try out Flesh Golem and Jinx Tower. How do they feel? Do you like them? -How does the extra time feel for Short and Extra Short modes? -Do you notice an overall performance increase? Are Ice and Gunpowder better now? -For those of you who play on a lower difficulty, how do healing waves feel now? Undead waves? -How balanced does Hail feel now? Ice? Electricity? Kindle? Reporting in, 1. Flesh golem is kinda confusing at first when reading the tooltip (I leaked because reading that carefully). Jinx tower is kinda low damage on my opinion, dunno about what other people thinks. 2. SUPERB! At last we have time to think, and read the tower booklist. 3. Hmm... I'm not kind of person that can feel those changes dramatically, sorry. 4. Healing waves is fine, Undead also fine 5. -Hail is good with the 9 mana/second. -Lowered ice tower damage is still cool. -Electricity is also good even though the damage is reduced. -About kindle... Okay I guess Go to top Share this post Link to post