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poisonapple95

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  1. poisonapple95 liked a post in a topic by WindHunter in Rocket Tower - Upcoming Changes   
    Hey poisonapple, I agree this is an important point and not one we immediately noticed. Generally speaking, we try to reuse existing upgrades even when we perform balance changes but in this case that would likely have a strongly negative impact on new player experience, so we will move towards developing new upgrades. 
  2. Metagross31 liked a post in a topic by poisonapple95 in Rocket Tower - Upcoming Changes   
    I can see the direction this is going and mostly agree... although i think some tweaking will be needed for the upgrades.  The base card should not shoot out only one rocket. You are forgetting about the new players who dont have tons of gold and i bet they will use this tower once and never use it again because 1 rocket is so pitiful. I recommend something like 2/3/3/4 or even 2/3/4/4 for the upgrades and give it slightly more health in one of the upgrades. 
  3. JarodDempsey liked a post in a topic by poisonapple95 in Rocket Tower - Upcoming Changes   
    I can see the direction this is going and mostly agree... although i think some tweaking will be needed for the upgrades.  The base card should not shoot out only one rocket. You are forgetting about the new players who dont have tons of gold and i bet they will use this tower once and never use it again because 1 rocket is so pitiful. I recommend something like 2/3/3/4 or even 2/3/4/4 for the upgrades and give it slightly more health in one of the upgrades. 
  4. WindHunter liked a post in a topic by poisonapple95 in Rocket Tower - Upcoming Changes   
    I can see the direction this is going and mostly agree... although i think some tweaking will be needed for the upgrades.  The base card should not shoot out only one rocket. You are forgetting about the new players who dont have tons of gold and i bet they will use this tower once and never use it again because 1 rocket is so pitiful. I recommend something like 2/3/3/4 or even 2/3/4/4 for the upgrades and give it slightly more health in one of the upgrades. 
  5. poisonapple95 liked a post in a topic by WindHunter in Deepgorge - Upcoming Changes   
    As part of our upcoming tower rebalance, Deepgorge will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change:
    Iteration 1
    1. Power cost: 225p --> 200p
    2. Ether Eruption damage: 480, up to 720 (2700 dp20) --> 675, up to 1015 (3800 dp20)
    3. Cold Clutch radius: 20m --> 25m
    Iteration 1 Goals
    Deepgorge is one of the worst towers in the game with a stat efficiency comparable to a T2 tower. "Cold Clutch" seems intended to make up for the low combat stats by giving Deepgorge a built-in crowd control. Unfortunately, even this ability is lackluster. Deepgorge has a 5m radius which means its actual effective ability radius against melee units and behind walls is only 15m. When behind certain walls "Cold Clutch" lacks sufficient range to freeze XL units, meaning they can destroy the walls unimpeded as Deepgorge otherwise lacks enough damage to stop them (It will take 1 Deepgorge 40 seconds to kill an NPC Abomination).  
    To rectify these issues, we have decided to institute major buffs to Deepgorge. We are increasing the Stonekin fortress's damage by 40% and decreasing its power cost by 25p. This will constitute a 78% increase in total stat efficiency. Even with these buffs, its stat efficiency remains well below all other T4 towers except an unsupported Howling Shrine. This is then rectified by an improved "Cold Clutch", whose increased radius should allow Deepgorge to properly fulfill its role as a damage/crowd control hybrid tower. 
  6. poisonapple95 liked a post in a topic by WindHunter in Necroblaster - Upcoming Changes   
    As part of our upcoming tower rebalance, Necroblaster will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change:
    Iteration 1
    1. Necrotic Gun
       A. Corpse Cost: 500 life points per shot -> 825 life points per shot.
       B. Splash radius: 10m --> 12m
    2. Corpse Gathering Storage: 4500 --> 6600 storable life points 
     
    Iteration 1 Goals
    Necroblaster is the best building in the game without any real competition. It is intended to have a major downside in costing corpses but it does much more damage than it costs in corpses allowing it to be self-sufficient. We are fine with Necroblaster remaining very powerful but it should have an appropriate downside. With a cost of 825 corpses per shot, Necroblaster can store up to 8 attacks in total which translates to 40 seconds worth of attacking. Additionally, it still remains possible for Necroblaster to be self-sufficient in ideal scenarios but in general this should require the player to pay attention to their Necroblaster defenses and maintain them with more corpses.
  7. poisonapple95 liked a post in a topic by WindHunter in Rocket Tower - Upcoming Changes   
    As part of our upcoming tower rebalance, Rocket Tower will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change:
    Iteration 1
    1. Orb cost: 2 Fire --> 1 Fire, 1 Neutral
    2. Power cost: 80p --> 70p
    3. Life points: 2000 --> 1480
    4. Reduce collision box to match model size
    5. Rocket Barrage: 
       (a) Total rockets: 3 / 4 / 5 / 6 --> 1 / 2 / 3 / 4
       (b) Attack speed: Every 5 seconds --> every 4 seconds
       (c) Damage per rocket: 85 --> 90
       (d) Bugfix: Fix target homing to prevent rocket from missing
    Iteration 1 Goals
    Fire T2 currently lacks a splash tower, while Pure Fire T2 has 2 towers. We think Pyromaniac sufficiently fills the slot of T2 tower for Pure Fire, so we are transitioning Rocket Tower into a splash card. As part of this change, we will be cutting down on its large pool of life points while otherwise increasing the consistency of Rocket Tower, both in terms of knockback and damage dealing. Even with the cost decrease, this change will make Rocket Tower mildly less stat against large groups in exchange for a lower start up cost and the ability to consistently knockback multiple enemies due to the fixed targeting and increased rate of fire. These changes should allow Rocket Tower to fulfill its role as a knockback-centric tower while its high damage allies provide the necessary fire power. 
  8. poisonapple95 liked a post in a topic by WindHunter in Stronghold - Upcoming Changes   
    As part of our upcoming tower rebalance, Stronghold will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change:
    Iteration 1
    1. Power cost: 150p --> 200p
    1. Life points: 3600 --> 4500
    2. Cannon Turrets:
       (a.) Splash Radius: 5m --> 10m
       (b). Turret Firing Arc: Allow up to 3 turrets to attack a target at once. 
       (c). Damage: 74 damage, up to 110 in total --> 164 damage, up to 246 in total.
    3. New Active Ability - Bombardment (40p): Activate to shoot a mortar shell that deals 800 damage to enemies in a 15m radius around its target, up to 3200 in total. Knocks back small, medium, and large units. Has a long range of 40m. Reusable every 30 seconds. 
    4. New Passive Ability - To the Last!: If the fortress has equal to or less than 3000 life points left it will deal 25% more damage and take 25% less damage. If the fortress has equal or less than 1500 life points left it will deal 50% more damage and take 50% less damage. 
    5. New passive - Slowed Construction: Construction time is increased by 50%. 
    Iteration 1 Goals
    Stronghold is an Ultra-rare T3 Frost fortress. With a description like that and the name Stronghold the player might expect to encounter a powerful and immobile bastion able to hold off hordes of enemies by itself. Anyone who has seen Stronghold knows this is not true and that the card is a disappointment apart from its aesthetic design. We intend to rectify this. First, we are increasing Stronghold's single-target damage from 2420 dp20 to 4000 dp20. Second, we are giving Stronghold two new abilities. The active ability will allow the player to defend against 50m siege units like Lost Dancers without needing an additional unit or building, and “To the Last!” will make Stronghold more deadly as it loses life points. This will synergize well with Frost building supports like Glacier Shell and Shield Building, allowing the player to keep Stronghold at a lower health threshold without endangering their defenses.
  9. poisonapple95 liked a post in a topic by WindHunter in Lost Launcher - Upcoming Changes   
    As part of our upcoming tower rebalance, Lost Launcher will be receiving the following proposed changes. Please note that all changes proposed here are provisional and as such as subject to change:
    Iteration 1
    1. Lost Launcher (r), Infused Rage
       A. Number of attacks required per stage of rage: 4 attacks --> 3 attacks
    2. Lost Launcher (b), Blessed Ice Shield
       A. Ice Shield now refreshes every 40 seconds
       B. Ice Shield strength: 600 life points --> 500 life points
       C. New Description - "Every 40 seconds, tower is endowed with an Ice Shield that absorbs up to 500 damage and may restore its absorption capacity by 5 every second."

    Iteration 1 Goal
    A minor buff to Lost Launcher. As-is Lost Launcher(r) takes a very long time of 26.67 seconds to reach its maximum damage output. With this change, Lost Launcher(r) will reach its first rage stage of +25% in 10 seconds and its maximum rage buff of +50% (2025 dp20) after 20 seconds. Overall, this should allow Lost Launcher(r) to better fulfill its role as the damage affinity.
    Lost Launcher (b) spawns with an Ice Shield but if it is lost it never returns. We have slightly reduced the total strength of the Ice Shield in exchange for allowing the Ice Shield to refresh itself every 40 seconds. While this is a long cooldown, towers are not always in combat. The result of this change should be to make Lost Launcher (b) slightly weaker if used for a single engagement but much stronger when used to defend a location over a long period of time. 
  10. Metagross31 liked a post in a topic by poisonapple95 in Ingame guild feature   
    Love the idea of guilds but I would recommend caution as well.  While guilds can help retain a player base they can also divide it as well. I would recommend putting a cap on the amount of people that can be in one guild. Something like 20 people or less. Besides you can always be friendly towards other guilds but nobody likes a super guild that controls everything.
  11. Dutchy liked a post in a topic by poisonapple95 in Ingame guild feature   
    Love the idea of guilds but I would recommend caution as well.  While guilds can help retain a player base they can also divide it as well. I would recommend putting a cap on the amount of people that can be in one guild. Something like 20 people or less. Besides you can always be friendly towards other guilds but nobody likes a super guild that controls everything.
  12. Volin liked a post in a topic by poisonapple95 in Ingame guild feature   
    Love the idea of guilds but I would recommend caution as well.  While guilds can help retain a player base they can also divide it as well. I would recommend putting a cap on the amount of people that can be in one guild. Something like 20 people or less. Besides you can always be friendly towards other guilds but nobody likes a super guild that controls everything.
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