Karawasa Posted December 3, 2008 Per my conversation with holepercent, I would like to propose the following changes: Ice >> Light Hydro >> Water Quark >> Earth holepercent confirmed that these swaps actually improve the build balance as opposed to degrade it (like my previous proposal). In addition, variety is improved with light getting splash damage and earth getting single target damage. Finally, Hydro will do what it looks like . Thoughts? Go to top Share this post Link to post
DDRKirby(ISQ) Posted December 3, 2008 Per my conversation with holepercent, I would like to propose the following changes: Ice >> Light Hydro >> Water Quark >> Earth holepercent confirmed that these swaps actually improve the build balance as opposed to degrade it (like my previous proposal). In addition, variety is improved with light getting splash damage and earth getting single target damage. Finally, Hydro will do what it looks like . Thoughts? visually, ice as light damage is totally fine. quark is more of a stretch, but then again, so is hydro as earth. tower/balance wise, i dont think i'd mind it at all. Go to top Share this post Link to post
m0rph1ing Posted December 3, 2008 Right now, there are three pairs of towers that aren't as balanced since they overlap damage types and the third dual in those elements is a support dual. These pairs are Ice/Poison, Flame/Kindle, and Quark/Electricity. Changing Ice to light, Electricity to Fire and Kindle to Water would fix all three pairs. This is not as appealing from a flavor standpoint though for electricity and hydro, but I think the balance works better. It also gives fire a single target dual. Go to top Share this post Link to post
Kaini Posted December 3, 2008 sounds ok but the quark look should change if it will be earth. Go to top Share this post Link to post
jolin012 Posted December 3, 2008 Per my conversation with holepercent, I would like to propose the following changes: Ice >> Light Hydro >> Water Quark >> Earth holepercent confirmed that these swaps actually improve the build balance as opposed to degrade it (like my previous proposal). In addition, variety is improved with light getting splash damage and earth getting single target damage. Finally, Hydro will do what it looks like . Thoughts? instead of poison/ice, quark/electricity, flame/kindle sharing dmg type and sup dual, which is half of the dmg duals that don't work in one combo, the ones that wouldnt't work would be: flame/kindle and quark/gunpowder but I like that light gets an AoE, earth gets an ST and hydro makes sense. Right now, there are three pairs of towers that aren't as balanced since they overlap damage types and the third dual in those elements is a support dual. These pairs are Ice/Poison, Flame/Kindle, and Quark/Electricity. Changing Ice to light, Electricity to Fire and Kindle to Water would fix all three pairs correct that is fixes ice/poison. but it doesn't fix flame kindle and it replaces quark/electricity with quark/gunpowder. still there are 8 ways to fix all problems, if we consider them to be great problems. Go to top Share this post Link to post
Twilice Posted December 8, 2008 Nice change. It will be strange to have quark as earth, but better then al those single lights we have. I couldn't find any good ones, but we could use the Buff: spirit link as attack model. Go to top Share this post Link to post
echinodermata Posted December 9, 2008 Right now, there are three pairs of towers that aren't as balanced since they overlap damage types and the third dual in those elements is a support dual. These pairs are Ice/Poison, Flame/Kindle, and Quark/Electricity. Changing Ice to light, Electricity to Fire and Kindle to Water would fix all three pairs correct that is fixes ice/poison. but it doesn't fix flame kindle and it replaces quark/electricity with quark/gunpowder. I don't know what you're talking about. It does fix them all. In only 3 moves. I'm quite sure that's the minimal solution. Go to top Share this post Link to post
Guest Timberwolf Posted December 9, 2008 I'm trying to decide whether Kindle doing water damage would top Hydro doing earth damage on the "obviously inapropriate" scale or not. Go to top Share this post Link to post
jolin012 Posted December 9, 2008 Right now, there are three pairs of towers that aren't as balanced since they overlap damage types and the third dual in those elements is a support dual. These pairs are Ice/Poison, Flame/Kindle, and Quark/Electricity. Changing Ice to light, Electricity to Fire and Kindle to Water would fix all three pairs correct that is fixes ice/poison. but it doesn't fix flame kindle and it replaces quark/electricity with quark/gunpowder. I don't know what you're talking about. It does fix them all. In only 3 moves. I'm quite sure that's the minimal solution. Currently the Ice/Poison, Flame/Kindle, Quark/Electricity are bad because: LWD contains a support dual(trickery) and 2 water type damage duals(ice poison) FWN contains a support dual(well) and 2 fire type damage duals(flame kindle) FLE contains a support dual(smith) and 2 light type damage duals(electricity quark) if we would do the changes suggested by karawasa that woudl make: FWN contains a support dual(well) and 2 fire type damage duals(flame kindle) EDL contains a support dual(trickery) and 2 earth type damage duals(gun quark) Go to top Share this post Link to post
Guest Sancdar Posted December 10, 2008 Currently the Ice/Poison, Flame/Kindle, Quark/Electricity are bad because: LWD contains a support dual(trickery) and 2 water type damage duals(ice poison) FWN contains a support dual(well) and 2 fire type damage duals(flame kindle) FLE contains a support dual(smith) and 2 light type damage duals(electricity quark) if we would do the changes suggested by karawasa that woudl make: FWN contains a support dual(well) and 2 fire type damage duals(flame kindle) EDL contains a support dual(trickery) and 2 earth type damage duals(gun quark) Right now, there are three pairs of towers that aren't as balanced since they overlap damage types and the third dual in those elements is a support dual. These pairs are Ice/Poison, Flame/Kindle, and Quark/Electricity. Changing Ice to light, Electricity to Fire and Kindle to Water would fix all three pairs correct that is fixes ice/poison. but it doesn't fix flame kindle and it replaces quark/electricity with quark/gunpowder. LWD - support (trickery/light), damage (ice/light), damage (poison/water) fixed! FWN - support (well/water), damage (flame/fire), damage (kindle/water) fixed! FLE - support (blacksmith/fire), damage (electricity/fire), damage (quark/light) fixed! I think you didn't read what m0rph1ing was suggesting properly, his changes do fix the damage type issues better than Karawasa's proposed changes do (unless I am missing something, I haven't double-checked the other three element builds affected). Unfortunately, they are pretty thematically weak. Even with renaming towers and switching letters around, I can't think of a good set of new names to go with the changes. Go to top Share this post Link to post
jolin012 Posted December 10, 2008 oh sorry, I did read wrong. thought he said "karawasas supposed changes would work".but he suggested different changes - and yes those are great. one of the ways to get all working, and a nice finding cause it's so close to where we are now. steam would make sense with water ofcourse, with boiling water instead of burning fire. Ice makes enough sence with light. Electricity to fire should work too, perhaps a bit of red to the chain lightning. I'm for this idea. It makes all 3 ele combinations with a sup dual able to max. and more builds balanced is great. Go to top Share this post Link to post
Guest Sancdar Posted December 11, 2008 steam would make sense with water ofcourse, with boiling water instead of burning fire. It's Kindle right now, not Steam... Go to top Share this post Link to post
Karawasa Posted December 11, 2008 As Sancdar said, these are thematically weak proposals. Where did this idea of "3 ele combinations with a sup dual able to max" come from? That was never the intention, and still isn't. The original problem was that Ice/Poison were too similar. Both proposals solve that, and right now I don't see a reason to go with the one that is thematically weaker. Edit: That came across a tad blunt. I am of course open to reasons why I should go with m0rph1ing's proposal. Go to top Share this post Link to post
echinodermata Posted December 11, 2008 Weaker thematically, yes, but stronger mathematically (that is, balance-wise). Go to top Share this post Link to post
m0rph1ing Posted December 11, 2008 I think my proposal would help balance the 4 elemental builds in terms of damage types available. Since support duals aren't meant to be used as damage towers, having 2 of the same element damage dual with a support dual really limits damage type choices in any 4 element build using those 3 elements. A good example is any build with WEF. Water damage is really hard to add to those three elements. The tower damage types are EFF and EFFF if you include blacksmith. It can be quite frustrating when you random an element and can't build duals/triples of that damage type. You end up limited to amplified towers and elemental arrows/cannons for that element. Go to top Share this post Link to post
Guest Sancdar Posted December 11, 2008 Since support duals aren't meant to be used as damage towers, having 2 of the same element damage dual with a support dual really limits damage type choices in any 4 element build using those 3 elements. A good example is any build with WEF. Water damage is really hard to add to those three elements. The tower damage types are EFF and EFFF if you include blacksmith. This is actually a pretty terrible example, because it has a support dual with 2 different damage type damage duals. Also both Light and Darkness will give you a damage dual of Water type, and Nature gives you a Water support dual. I am not familiar enough with 4.0 towers to know what elements the 3 new triples are for each, though I believe DWEF has Muck(E), Flamethrower(F), Zealot(F), and Voodoo(D). Go to top Share this post Link to post
m0rph1ing Posted December 11, 2008 Ok, my bad, that example wasn't good, I guess DWEL is a better example. There is no darkness damage tower in that build. I guess something basically should be done to balance each 4 element build. Seems like each element should ideally have more than one option for damage. Go to top Share this post Link to post
jolin012 Posted December 13, 2008 bad exaples imo. with 4.0 I'd be happy is 2 different elements for dmg duals are represented in each 3ele build with a dual boost. because else these type of builds won't work out. FNW FNW FNWLD FNW FNWL FNWL with both kindle and flame being fire. Go to top Share this post Link to post
Karawasa Posted December 13, 2008 You guys bring up valid points about the merits of these changes. Ultimately I like to see unique damage situations (AoE Light, ST Earth etc.), strong thematic appeal (Hydro to Water), and of course balance. To this end I propose a hybrid of our ideas: Ice >> Light Hydro >> Water Quark >> Earth Electricity >> Fire Kindle >> Water I feel confident that these five changes address the first two goals (with a few cosmetic tweaks). What I'd like to know is the balance impact of the additional Hydro/Quark swap I added to m0rph1ing's proposal. Thoughts? Go to top Share this post Link to post
m0rph1ing Posted December 13, 2008 These changes would leave Quark+Gunpowder and Hydro+Kindle as bad pairs. Jolin had posted 8 possible combinations of dual towers that would have no bad pairs. Hopefully one of those can be flavorful and not require too many changes. Go to top Share this post Link to post
Karawasa Posted December 13, 2008 These changes would leave Quark+Gunpowder and Hydro+Kindle as bad pairs. Jolin had posted 8 possible combinations of dual towers that would have no bad pairs. Hopefully one of those can be flavorful and not require too many changes. Doh! That was quite an oversight on my part regarding Quark/Hydro... In that case, I'm willing to go along with m0rph1ing's proposal. I could potentially do the following in addition (ideas I should be able to do, emphasis on should): -Modify Erupt (Hydro) effect to be brownish instead of bluish -Modify Conjure Lightning (Electricity) effect to be reddish instead of whitish -Modify Roast (Kindle) effect to be bluish instead of yellowish Together these changes should meet all goals. Thoughts? Go to top Share this post Link to post
jolin012 Posted December 14, 2008 To this end I propose a hybrid of our ideas: Ice >> Light Hydro >> Water Quark >> Earth Electricity >> Fire Kindle >> Water I guess you didn't think that through:P combining the idea of "a perfect set" with "a few additional changes" heh. but your latest post sounds great! please use the bubble instead of burn, and not only make it a blue fire. and would it be possible to call it something along the lines Steam? makes more sense with blue to have boiling. I know first lvl can't be named with an S. Perhaps "Boiling tower/Steam tower/something tower". Or soemthing like it. I've seen the bubble gfx at several places. same as in the drowning tower and for the dota turrent and some more places. lightning reddish should work just good. hydro more brownish... yess but not brown water please. perhaps mud/rocks instead of water. but you understand that too Go to top Share this post Link to post
m0rph1ing Posted December 14, 2008 I like Boiling/Steam/Vapor. Go to top Share this post Link to post
holepercent Posted December 14, 2008 DNEF dark - magic/disease/voodoo nature - mushroom/roots earth - gunpowder/quaker fire - flame/smith/flamethrower DNEL dark - disease/oblivion nature - mushroom/life/roots/enchantment earth - gunpowder light - trickery/quantum/laser DWEF dark - magic water - psn/kindle earth - gunpowder/hydro/muck fire - smith/corrosion/flamethrower/zealot DWEL dark - water - psn earth - gp/hydro/polar/muck light - trickery/quark/hail/laser/ice DNEW dark - disease nature - mushroom/roots/golem earth - gp/hydro/muck water - psn/well/drowning LFNE light - quark/nova fire - flame/smith/electr nature - life/mushroom/enchant earth - gold/quaker LFND light - trickery/nova fire - flame/electr nature - life dark - magic/disease/jinx/oblivion/voodoo LWFE light - ice/quark water - kindle/windstorm fire - electr/smith/zealot earth - hydro/polar/gold LWFD light - trickery/hail/ice water - psn/windstorm/kindle fire - corrosion/electr dark - magic/jinx LFNW light - nova/ice fire - flame/electr nature - life/impulse water - well/windstorm/tidal/kindle LDFE light - trickery/quark/laser dark - magic/jinx earth - gp/gold fire - smith/flamethrower/electr LDWN light - trickery/hail/ice dark - disease/oblivion water - psn/well/tidal/drowning nature - life LWNE light - quark/ice water - well/tidal nature - life/mushroom/enchantment/golem earth - hydro/polar DWFN dark - magic/disease/voodoo water - psn/well/drowning/kindle fire - flame/corrosion nature - impulse WFNE water - well/kindle fire - flame/smith/zealot nature - mushroom/impulse/golem earth - hydro/quaker Go to top Share this post Link to post
holepercent Posted December 14, 2008 Elemental damage list without support towers included DNEF dark - magic/disease nature - mushroom earth - gunpowder/quaker fire - flame/flamethrower DNEL dark - disease/oblivion nature - mushroom/life earth - gunpowder light - quantum/laser DWEF dark - magic water - psn/kindle earth - gunpowder/hydro fire - flamethrower/zealot DWEL dark - water - psn earth - gp/hydro light - quark/hail/laser/ice DNEW dark - disease nature - mushroom/golem earth - gp/hydro water - psn/drowning LFNE light - quark fire - flame/electr nature - life/mushroom earth - gold/quaker LFND light - fire - electr/flame nature - life dark - magic/disease/jinx/oblivion LWFE light - quark/ice water - kindle fire - electr/zealot earth - hydro/gold LWFD light - hail/ice water - kindle/psn fire - electr dark - magic/jinx LFNW light - ice fire - flame/electr nature - life/impulse water - kindle/tidal LDFE light - quark/laser dark - magic/jinx earth - gp/gold fire - flamethrower/electr LDWN light - hail/ice dark - disease/oblivion water - psn/tidal/drowning nature - life LWNE light - quark/ice water - tidal nature - life/mushroom/golem earth - hydro DWFN dark - magic/disease water - psn/drowning/kindle fire - flame nature - impulse WFNE water - kindle fire - flame/zealot nature - mushroom/impulse/golem earth - hydro/quaker Go to top Share this post Link to post