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Posts posted by Auroram

  1. Or just make it so that the last mobs aren't terribly slow spawning Djinn...

    For example, I just did another 3 man Misty NM run and cleared wave 30. We had to wait for like 50-60 Djinn per wave or something to spawn at the end. It's so tedious to just be running around and killing those. It's not difficult at all, just plain boring. Just keep the gas traps active and they'll float around waiting for towers or players to finish them off.

    This started when the number of active Djinn per player count got reduced, and has been boring the crap out of people ever since. At least most of the people I play with dislike it anyway. I can't speak for everyone. =/
  2. A flamethrower is an excellent weapon if you often use gas traps and ensnare auras. All enemies are lined up and bunched together. You only have to scorch them. The big plus is that when combined with darkness traps, the trash doesn't have any fire resistance. And I think we all know how much easier it is to get high fire elemental damage compared to normal damage. They'll never know what hit them.

    I use a retri as a main weapon, though. Even at quite a bit of range the damage is still pretty nice. Good against pretty much everything, but I mainly use it on djinn and spiders at the moment. Ogres simply can be ignored on most maps with the unhittable EV walls. =/
  3. Seems like an excellent idea. I sometimes play with a buddy who's connection is quite unstable at times (wireless...) and run into this exact problem as well. It sucks when you've opened up a custom match to fill in the 2 remaining slots in a monster fest for example, and your dc'd friend seems to be replaced in mere seconds. >_
  4. Worst thread title ever.

    Also, you most likely won't even be able to beat the levels to get Supreme without a lvl 78 trans geared character. In that light, why don't you simply continue with your progression and have fun with the game? Or you're just trolling, in which case this is quite a pathetic attempt. :p
  5. I like the idea, but feel like it should always be ONLY a choice, and not something that you'd feel was necessary. For example, take a Fireball tower to max level, and have its 2 possible options be the ability to change its damage to either lightning or poison.

    Just make them all balanced, as opposed to the final upgrade feeling necessary.

    First off, let me just say that my examples are just that, examples. I'm trying to display some variety to mechanics as well. Balance wasn't really something I worried about, since it's only the idea I'm trying to get across. Trendy can handle numbers and damage types just fine on their own. ;)

    Well, you could make it an upgrade which can only be applied during build phases. If the number of upgrades is balanced by adding 1 upgrade slot per active player per wave, then you also can make it a staged process. This allows larger groups to get their upgrades done earlier on then solo players, which allows groups to deal with the increased mob count and strength more easily, WITHOUT them having the need for way higher stats (in total) than a solo player.
  6. An EV with high tower HP and ATT is a great way to start. You'll get good walls and buff beams, which can support your other builders very well untill you get better gear for other classes together. It doesn't matter what all other stats are for an EV waller / buffer, since it probably won't be your active character during waves anyways. Getting about 2k in each is even fairly doable in myth gear this way.

    Look for pieces with a lot of minus stats on it, as long as those two main stats are high. People usually sell those cheaper compared to gear with high stats on everything. At least that's how I started. Takes longer to gear up this way, but you'll get higher stats where you need them without access to incredibly good gear.

    Afterwards it's a good idea to get a good hunter class for gas, darkness and proximity traps together. Focus on tower hp, attack and range first when upgrading. You should get plenty of fire rate from the base stats. Next, go for either an apprentice or squire with high tower attack and tower attack rate. A bit of health and range used to be nice for them, but since EV buff beams they don't have to have nearly as much stats anymore as they used to.
  7. Alright, here's something I have been thinking about.

    The problem:
    - Stats are going through the roof at the moment. The amount of projectiles coming out of towers is simply over the top. Where is the next step? I don't really see a future in 0.00001 fire rates, to be honest. ;)
    - We're getting large amounts of hero stat points, and then quickly cap our 3 core stats. This is boring in my opinion.
    - Towers are simple and static. They need to be more dynamic to fit situations on more ways, allowing for a larger variety of setups, depending on the gear levels of people in your group. Towers can now not complement one another by anything more than their position.

    The suggestion:
    - A stat which you can invest only hero stat points in. No armor or weapon has upgrades for it. Perhaps future additions to the armor system can add this stat.
    - New functions for the highest upgrade tier of a tower.
    - Towers can complement one another in more ways than just placement.

    The mechanics behind it:
    - A new stat added for tower upgrade.
    - The more points, the more potent your final upgrade gets.
    - New tactics for all maps are up for the grabs, providing more variety in layouts and the possibility to play with a (random) team that's not perfectly attuned to one another.
    - Each tower gets a new, expensive, choice to make. You simply press the corresponding key when doing the final upgrade to a tower. This applies the chosen special to that tower.
    - People now have to balance between tower special points and other stats. At the point where trans gear is at right now, tower specials should overtake (for example) stats like tower fire rate and attack power. This prevents the endless stat stacking we are heading towards now, while opening up a whole new range of ways to beat maps in fun ways.

    - Magic Missile tower:
    Choice 1: area of effect --> making it essentially a fireball tower without the fire resistance problem.
    Choice 2: double beam --> can now attack 1 ground and 1 air target at a time, making this tower more potent vs wyverns again

    - Fireball Tower:
    Choice 1: napalm --> Enemies are scorched, causing the next hit from the tower to do additional damage.
    Choice 2: inferno --> Enemies are set on fire, confusing them into sometimes attacking each other.

    - Deadly Striker Tower
    Choice 1: overcharge --> the tower will fire a slower moving bolt, but for extreme damage
    Choice 2: priority targets --> the tower will now always try to hit djinn, ogres or warriors

    - Bowling Ball Turret:
    Choice 1: shards --> An expired ball that hits nothing will explode for aoe damage after the last bounce.
    Choice 2: heavy weight --> Instead of a knockback, enemies hit are knocked over temporarily. This is handy for keeping them inside hunter traps for a long time, for example.

    - Harpoon Turret:
    Choice 1: explosive bolt --> The harpoon loses its piercing ability, but instead can now knock back enemies in a small area of effect blast
    Choice 2: splintering shaft --> all enemies hit by the harpoon get splinters in them, slowing them down. The side effect is a reduced piercing effect.

    - Spike Blockade
    Choice 1: barbed spikes --> enemies with melee hits get stuck on the spikes, slowing down their attack rate
    - Poisoned spikes --> enemies with melee hits get poisoned, lowering their resistances

    I could keep going with endless examples, but I think this makes the idea quite clear.
    Hopefully there are members of this community who like this idea, and can help expand on it. If you don't like it, I'd love to hear your feedback!
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