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Mischief

Junior Defender
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  1. There are 7 phases on this map. If you beat phase 7, you win. Of course, it won't be as simple as beating phase 7 on Pirate Invasion...
  2. First off: 6k stat DSTs on beta shoot faster than 2k stat DSTs on live, and (obviously) deal far more damage. So it's most assuredly NOT the DST change that causes your build that "works flawlessly" at 2k stats to fail at 6k, because they are quite simply perfectly superior towers at that point. Now then...does the rate reduction hurt the DST's ability to kill trash mobs? Yes. Is this a problem? For me...no. In fact, it's a good thing in my eyes - the DST shouldn't be able to keep up if you point it at a gigantic horde of enemies, in the same way that an Electric Aura or Proximity Mine
  3. Slice N' Dice (First off, it seems the damage reduction that was supposed to go in this patch didn't get properly included. Whoops.) Alright, I'm not sure why you insist on comparing apples to oranges (SnD vs. harpoon) here. The SnD should do less damage than the Harpoon? No. Absolutely not. If the SnD doesn't outdamage the harpoon and another particular tower (will get to that later), it has absolutely no reason to exist. Not only is it a melee tower, and thus can't hit nearly as many enemies as a harpoon can, but its health scaling is quite frankly abysmal. The only melee/wall tower
  4. Deadly Striker/Ethereal Spike You seem to have missed something in the patch notes and while testing, something that completely changes the argument. Let's read it, shall we? [[48136,users]] quote: • Golding an enemy (by Djinn / Wheel) increases its power by a percentage so the power boost scales into higher level games (I don't know how to properly quote individual parts of a post from another thread, haven't posted on these forums in ages, bear with me) This is a VERY significant boost. On high-end maps and survivals, this effectively averages out to a 5x increase in enemy hea
  5. I'm still around for the most part, and am willing to work on any of my maps, so you can add them to the list (Myin's too, since that's my alternate account made to bypass the steam workshop limits). I'm fairly certain I have all the original files too, so there shouldn't be an issue there.
  6. Final Bosses have way too much HP (800mil each) on NMHC We got through it, but we played with a team with ridic stats and very high game skill...not exactly fun by any means I also got accessories as a reward with horrible stats across the board, both unusable. I defeated it solo as well, a few minutes before they did, NMHC. Never saw exactly how much health each cupid had, but was somewhere around 150-200M apiece. Solo. Yeah...took a while to shoot them down with my trusty ECannon. Every single minion except one lone archer down south died, auras and traps held up fine. Antihero wave w
  7. Probably the only thing resembling a feasible strategy for Greater Turkey Hunt solo. Watch that, and good luck...
  8. Mischief http://steamcommunity.com/id/Mischiefz/ Friday B
  9. Solo this map is the ultimate challenge NMHC Greater Turkey Hunt says hi lol It is pretty tough solo though...
  10. The trophies for Tavern Defense, Spook 2, and Turkey Hunt (and their respective NM counterparts) seem to have been misplaced, and the Monsters in my Pocket trophy has returned to it's former place before the turkey hunt was added.
  11. I can easily see my build doing 20 waves survival. Probably 25. I'm doing it now, difficulty skyrockets on 20...could practically afk it on 19 and then one of my mages came dangerously close to dying on 20. Still going...
  12. Mischief: http://steamcommunity.com/id/Mischiefz/ Friday B EDIT: With these guys now: KeenJammin http://steamcommunity.com/id/keenjammin Commish http://steamcommunity.com/profiles/76561198045118501/ Mischief http://steamcommunity.com/id/Mischiefz/ Friday B
  13. We featured this in yesterday's Weekly Workshop! :squire: Lol, sweet. Nice to know some people over at Trendy liked it! In other news, second section is up publicly for testing: link is http://steamcommunity.com/sharedfiles/filedetails/?id=110645710 Third section still needs to be balanced...if the numbers get too high, the djinn at the end get completely absurd, at least solo. Have to find some sort of way to dampen their spawns and not the others, because it's a bit ridiculous.
  14. Lol, guess I might as well bump this. I uploaded the first section to the steam workshop, if you want to check it out. It's still in beta obviously; pet quality isn't finalized, gear is crap, enemy difficulty might change, 30 waves, etc. etc. Feedback welcome! http://steamcommunity.com/sharedfiles/filedetails/?id=110496786
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