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Karawasa

[Ability] Flesh Growth

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As Flesh Growth stands now, the growth cannot be boosted by Fire Up (since it is not base damage). Thus, Spring Forward is infinitely more useful on Flesh Golems than Fire Up. In addition, there have been reports of bugs with the tower (such as blinking damage).

I want to propose a solution that can alleviate all of this. Be forewarned, it is a somewhat radical change for the tower. It may remind some of you of the old Metal Towers.

It goes like this:

All Flesh Golems share a common base damage upgrade. When one reaches 100 mana, the upgrade is bumped up a level for all. The growth (mana gain based on damage dealt) would of course be slowed down a lot. Each level of upgrade would add say 10% damage (400 per level for Golems for instance) and have 21 levels (for a maximum effect 3x damage). For balance reasons, I believe Patchwork Abominations should have a separate upgrade (thus you need to repeat the process once you move onto Abominations).

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Guest 1mpulse

hmm so one golem levels up they all level up ?? guess its alright. it'll jsut be easier to mass a bunch of full level fleshies

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I do see problems on this, still, the option sounds good.

How will it exactly work, as soon as an indefinite amount of flesh golems deal let's say 15000 of flesh damage, all will be upgraded to level 2 skill thanks to a permanent upgrade like the damage and armor upgrades worked in the four races in the main campaign (or like old Metal towers did)?

If this is the case, I see a "all or nothing"-problem, or you haven't enough fleshies to upgrade or the damage per cost ratio gets too high. This could be solved easily by sharing done damage between all fleshies on the field (flesh damage/amount of fleshies you own, as soon as X is reached -->upgrade).

I dislike that the strongest tower is the only one that counts and that your effort won't save up to the lvl2 tier, it is confusing and harms planification.

I would suggest that instead of having the strongest Fgolem as "representative", it should give shared mana, making all FG's "representative", which means that the mana for all FGtowers is the same and represents a general damage counter-trigger, as soon as this general counter reaches goal, thus, mana on all FG's reaches 100(%), all FGtowers get upgraded. The damage-counter could be easily saved this way for PA's later on, translating the same damage to PA's with the only difference that PA's need much more damage counted to reach each level (basicsally, FG's and PA's would share the counter and if you have in ex. FG's at level 18, your PA's are at level 3).

Please explain it a bit and i will vote. However, to me, the main idea is fully acceptable.

P.S: FG=FleshGolem , PA=PatchworkAbomination

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The way I envisioned it is that whenever ANY FG reaches 100 mana, the upgrade is bumped up a level for all. Each FG would have individual mana (too hard to link all the mana), but each FG contributes to the collective.

As for PA, I suppose we could figure out something that is balanced. I don't think a 1-1 ratio would be balanced by any means (meaning if you get level 21 FG, your PA starts at max too). Perhaps every 4 levels of FG upgrade attained bumps up PA level by one.

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relevel when upgrading to abonimation? not hot

The growth would have to be VERY slow otherwise this build would be very overpowered.

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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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so, basically if you have 2 fleshies, 1 at 99 mana and 1 at 96 mana, you immediately get a level up and ONLY 1 of the fleshies is reset to 0 mana? thus, the more fleshies you have the faster they upgrade?

This is bad. It wont be worth building fleshies then. Or you have a lot, are overpowered and suck badly on fire waves, or you just dont deal enough damage as you upgrade hell slow.

If you manage it to have the fleshies grow at similar pace regardless the amount of them you own (like reseting mana for all fleshies as soon as the upgrade is reached) and make the effort be saved for PA, you get my vote.

However, the system will still be a bit confusing imo.

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Guest 1mpulse
so, basically if you have 2 fleshies, 1 at 99 mana and 1 at 96 mana, you immediately get a level up and ONLY 1 of the fleshies is reset to 0 mana? thus, the more fleshies you have the faster they upgrade?

you forgot to count the time it took the fleshie to reach 96 mana in the first place.

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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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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.

Yeah, that's it. I'm as well concearned that this system isn't offering much possibilities of strategy and is imbalanced in itself. It's "or you bet on fleshgolems or you don't use them".

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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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