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Sovelin

Defender-In-Training
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About Sovelin

  1. I would say instead of more mobs make harder mobs. Edit: just saw the patch notes. This is awesome.
  2. Only if the "class" change costs a lot... no, to be serious I think that it could be nice, but would hinder many "noob" players since they may not remember to swap "class", or choose the wrong one and freak out because they may not have enough mana. (That does not mean anything does it?) That's exactly why I would want it only to apply once you hit 74. By then most people should have some idea how to play. Also, you can only do this at the tavernkeep, so you wouldn't have to worry about it inside a map. You would prepare your characters beforehand like you do now.
  3. It's probably a good thing I never applied for the beta testing team... I'd probably tell them 90% of their ideas suck balls and are retarded and need to be nerfed :P With that attitude i'm sure everyone is happy you aren't on the beta testing team
  4. My bad, thought I was posting in a diff thread. Still support this idea though
  5. +1 to this! Seriously, last few maps have been massive. Although they encourage you to play with others, I really enjoyed my first 50 levels in this game on the small maps with my friends. They're a lot of fun, and lately are being completely neglected. I mean, not one of us doubt that Aquanos or Shards 4 will be HUGE! So why not throw in a couple random small maps as well? Jungle and City are nice bonuses of course, but how are they different from Moraggo or the upcoming shards maps? They're still big. Let's get some variety in here!
  6. I love the first idea. At the very least multiple forges are needed on the bigger maps (come on, we can have multiple crystals to defend but only one forge?) If devs think hitting a button to swap characters would make it too easy, we could even add a small time penalty to doing a character swap outside of the forge. I remember my earlier runs on Moraggo where I would have my huntress out summoning gas traps. I had her summon a prox trap as well at each spot in case I wouldn't have time to build my main atk towers before the wave started. This was a nightmare when I tried to sell the prox
  7. Here's an idea I've been toying with in my head that I thought might be interesting. For starters, this only effects characters once they hit level 74 (no bearing on 1-73, game stays as is for those levels). Once you hit level 74, you are forced to choose a sub-class for your character: Tower, DPS, or Hybrid. If you choose to make your character Tower: You get a 10% bonus to all tower stats, 5% bonus to abilities, and -5% penalty to hero stats. If you choose to make your character DPS: You get a 10% bonus to all hero stats, 5% bonus to abilities, and a -5% penalty to tower stats. If you
  8. I have to address the comments about piercing DSTs just being another harpoon. The key is to ensure the damage they Deal is excessive against trash mobs and its fire rate is set to give it better DPS on big targets than harpoons but the huge wasted damage + low RoF makes it ineffective against masses of weak mobs. I will retun to my comment about damage and RoF changes not being a good idea. Say you double the damage, that might make them effective at taking down 1 or 2 ogres but when half a dozen come knocking at your walls the harpoon will still outclass them. If you multiply the damage
  9. Actually none of this is actually an issue with the system proposed. For example, it is not limited to one target type. If you'll notice, you select a primary target type based on monster positioning, then you can CHECK strong and/or air on top of that, inflating the options further. If you have Air checked but there are no air targets nearby? It will see if you have 'strong' checked. If so, it will attack the strongest enemy in range based on the attack type selected. I.e. if you have Close as your main selection, air checked, strong checked.. No air targets nearby? it checks for strong. Two
  10. [c3;432133']mage towers, point for point, do more damage than squire towers because of their higher attack speed. the difference comes from the fact that squire towers do piercing damage, and their piercing damage is far superior to the AE/chain damage that apprentices have, because they are elemental. if an ogre comes knocking on your door, yeah, magic missile towers could take him down, relatively well, at that. but its all the other guys behind him that cause problems. with a harpoon, evertything behind the ogres are taking damage at the same time, so there is no reason to use magic mi
  11. I like the idea, but it is limited by one target type it seems. Instead of checkboxes, I would prefer numbering. For example, you have Air checked for a harpoon. What if no air target is nearby? Will it shoot the ogre, the kobold, the sharken, or whatever now that there is no air? I would like to see this implemented with a number system. Although I think this is something that should have been implemented from the beginning, it seems like it would be a huge pain to Trendy to figure out how to implement this now and keep it from getting unnecessarily sophisticated. Maybe in Shards 4, instead
  12. Well, the way I see it mages should be what you would expect a mage to be. In most media, mages tend to be more frail (low HP, low resists, weak armor, etc...). Trendy got this down. Mages have a joke amount of HP, and their towers also have a laughable amount of HP. In most media, mages are known to have nuke spells. They can do massive amounts of damage, far out dpsing any other class, but at the cost of being frail. Trendy did not get this part down. Squire towers can out DPS mage towers. I think mage towers should deal massive damage, but should be much easier to destroy. The change
  13. Sadly, this is what most people want out of the game. I don't think that's what most people want. I think they just are just thinking one step ahead and not two steps ahead. I don't think they realize how bored they would be if end-game trans were given in wave 1 chests. It would be exciting for all of 2 hours. You would then use your uber characters to play a map like Misty to wave 30, only to realize you can't find an upgrade because one doesn't exist.
  14. Look at this alternative scenario: Shards 3 comes out. On release day, maxed out gear appears in your box, with all upgrades applied. You put it on. You already have best everything. What would you be playing for? Trans should be rare. It keeps you playing. With the ability to start on any wave, your chances of getting trans gear is even higher. Also, later maps like moraggo and Jungle have significantly higher drop rate of high end gear. Jungle campaign was dropping items that were in my misty wave 20+ games. If you don't get the item you want, trade it. It's a social game. All the trans I
  15. I love the counter idea. I was also thinking (later on when Trendy has time) to add an item counter into waves. That way you know how close you are to the item limit before things start to despawn.
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