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WindStrike

Patch 1.2

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Whee, it's another balance update! There's a few fixes, but for the most part, it's one massive tower balance update, including a number of small reworks. Here we go!

  • General

    • Added Range Filters to the Tower Table

    • Ingame Leaderboards now show the Top 100 Ranks!

    • Improved reconnection handling

    • Fixed a rare case where towers could be stacked when two upgrades were queued simultaneously while upgrading.

  • Creeps

    • Classic Base HP increased from 34 to 40.

    • Classic HP Scaling per wave decreased from 18.8% to 18.4%

    • Classic End-game HP is unchanged. Nutshell, for the first third of the game, it'll feel like a wave stronger, the second third, it'll feel like half a wave stronger, and you probably won't notice by the last third of the game. This change was made due to early game apparently being too easy relative to the latter half of the game. It'll still be easier, just not that much easier.

    • Express HPs were not changed.

  • Towers

    • Singles

      • Fire Tower increased from 17 / 110 / 720 / 7200 to 18 / 117 / 760 / 7600

      • Earth Tower increased from 45 / 293 / 1900 / 19000 to 48 / 312 / 2030 / 20300

    • Duals

      • Dual Element Towers now have a damage scaling of x6, up from x5. Tier 2 costs 900 to upgrade (1350 Total), and Tier 3 costs 2300 to upgrade (3650 Total).

        • This is about a 7.5% DPS/Gold Value increase to Tier 2 Duals and about a 20% increase to Tier 3 Duals.

      • Blacksmith Tower effect at Tier 3 has been increased from 90% to 100%.

      • Well Tower effect at Tier 3 has been increased from 90% to 100%.

      • Trickery Tower effect at Tier 3 has been increased from 60 seconds to 70 seconds.

      • Blacksmith / Well / Trickery Towers damage increased from 450 / 2250 / 11250 to 450 / 2700 / 16200

      • Disease Tower damage increased from 50 / 250 / 1250 to 50 / 300 / 1800

      • Electricity Tower altered. Its Bounce Range now decreases by 30% per bounce, but its bounce limit has been increased from 3 to 10. Damage altered from 170 / 850 / 4250 to 150 / 900 / 5400

        • In other words, it actually scales with slowing now.

      • Flame Tower single-target damage reduced from 75 / 375 / 1875 to 40 / 240 / 1440. However, AoE damage increased from 30 / 150 / 750 to 40 / 240 / 1440.

        • Yes, it's no longer a watered down version of Flooding Tower (HEYOOOOOO).

      • Gunpowder Tower damage increased from 30 / 150 / 750 to 30 / 180 / 1080

      • Hydro Tower damage increased from 270 / 1350 / 6750 to 300 / 1800 / 10800

      • Ice Tower damage increased from 135 / 675 / 3375 to 135 / 810 / 4860

      • Life Tower effect altered! Kills to get a life increased from 3 / 1.5 / 1 to 6 / 4 / 2. However, it now only requires double the kills when you have at least 50 life, down from triple. Damage increased from 280 / 1400 / 7000 to 280 / 1680 / 10080

        • It's still a good tower, just not "impossible to die" or horribly abusable levels of stupidity.

      • Magic Tower damage increased from 600 / 3000 / 15000 to 600 / 3600 / 21600

      • Moss Tower effect altered to increase by 1% per 2% of target's hp, instead of per 1%. Damage increased from 100 / 500 / 2500 to 130 / 780 / 4680

      • Poison Tower damage increased from 200 / 1000 / 5000 to 200 / 1200 / 7200

      • Quark Tower tweakbatted. Its effect increases by 15% per attack instead of 20%, but its max stacks are increased from 7 to 15. Its damage is increased from 160 / 800 / 4000 to 160 / 960 / 5760

      • Vapor Tower base damage decreased from 20 / 100 / 500 to 5 / 30 / 180. Effect damage increased from 20 / 100 / 500 to 20 / 120 / 720. Effect AoE increased from 350 to 450.

        • If you're wondering why it even has a base damage, I blame balancing shenanigans. Overall, the tower is better at all stages of the game with the AoE increase.

    • Triples

      • Roots & Erosion Towers now use stacks to show their damage over time instances.

      • Jinx Tower effect got a nerfbat. Duration decreased from 7.5 to 5 seconds, ticks reduced from 3 to 2. It's still strong, just not super broken like before.

      • Runic Tower got a tweakbat. Damage increased from 1000 / 5000 to 1200 / 6000; however, its ability effect only hits 150 AoE, down from 200 AoE.

        • Without slowing, this has no effect on the tower, and the damage increase should help it early-mid game. However, it doesn't scale as stupidly with slowing anymore.

      • Gold Tower effect reduced from 25% / 50% to 20% / 30%. Damage increased from 4000 / 20000 to 4500 / 22500

      • Erosion Tower effect increased from 10% / 30% to 12% / 36%

      • Windstorm Tower damage increased from 300 / 1500 to 350 / 1750

      • Hail Tower effect has changed. Every 15 attacks, it'll shoot every target in range.

        • And yes, with 1500 range, that's a lot of targets. It should also be less buggy than before, since old version had a tendency to only shoot 2 targets sometimes.

      • Ephemeral Tower effect only drops down to 30%, instead of 20%.

 

Patch is expected to go up sometime on March 18th.

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2 hours ago, Kpop fangay said:

Looking forward to some new builds that implement the reworked Hail Tower and slows.

3-3-3-0-0-0 will be the shit..

Get high level Poison Towers with nice group of Hail Towers in the middle, supported by Trickerys.

:o

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Patch is Live!

Ingame Leaderboards might not be refreshing for a while, we need to update the version on the remote servers but the man in charge is on a break for the weekend.

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5 minutes ago, elijah said:

As far as I remember, Eternal Tower was 750 gold, now its 900?

 

Dual Towers were changed to 6x damage scaling and costs were increased to compensate.

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Great patch so far!

 

Both towers and point balance is getting better and better.

 

Keep up the good work!

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