ideas for Legion TD Mega 3.4
+22
magixen
LTD_Fan
Dazzlee
Vinnieboy_1993
13atou
Xili-men
sandstorm260
PalaTudy
HaX_HuK
WeeZy
NERV
VoiceInMind
Fibonachi
OsiRyS
w1r3L3sS
paul9750
Xiombargdei
holykiller96
Yumichika
von_Oberstain
Anders Riis
HuanAk
26 posters
Page 4 of 6
Page 4 of 6 • 1, 2, 3, 4, 5, 6
Re: ideas for Legion TD Mega 3.4
HuanAk wrote:
Frost dragon(Ice) & Fire dragon(Beast) - I change animation to really low value, so it should better now. (I also lower spell animation on Alpha male, so his spell is almost instant)
Would be nice if you do something about the melee units, because in ranged waves, they lost a lot of time walking between waves, they kinda don't know where to go. That often gets doppelganger/nightmare(other tanks as well) killed without doing their job. ):
NERV- Neotank
- Posts : 262
Join date : 2011-09-01
Re: ideas for Legion TD Mega 3.4
I don't know what to do about melee. This is how Warcraft's AI working : because creep always fire at same time, so fighter can't decide which enemy they should attack
HuanAk- Admin
- Posts : 411
Join date : 2011-04-15
Re: ideas for Legion TD Mega 3.4
HuanAk wrote:
I don't know what to do about melee. This is how Warcraft's AI working : because creep always fire at same time, so fighter can't decide which enemy they should attack
):
Maybe if you increase move speed of melee units a little?
NERV- Neotank
- Posts : 262
Join date : 2011-09-01
Re: ideas for Legion TD Mega 3.4
I don't know how warcraft AI work.
when I set mele unit to high speed, it will run up to attack from far far away. I think this happen when they have max speed.(522)
HuanAk- Admin
- Posts : 411
Join date : 2011-04-15
Re: ideas for Legion TD Mega 3.4
I have an idee has to make share if possible lol. When that we select the icone " random builder ", why not to be able to fall on ALL the builders? Kind hybrid and mercenary in more:-)
13atou- Captain
- Posts : 38
Join date : 2011-07-31
Age : 32
Re: ideas for Legion TD Mega 3.4
Demi-Humans tier 6 ,. Should use its spell as soon as the mana is at 15.
As it works now, i attacks 3-4 times b4 using its spell.. Kinda anoying
As it works now, i attacks 3-4 times b4 using its spell.. Kinda anoying
Anders Riis- Veteran
- Posts : 11
Join date : 2011-04-16
New Race The Lich King Servants.
New Race for Legion TD
The LichKing Servants
Tier 1 Skeletol Fighter/ Skeletol Warrior/ Skeletol Destroyer/ Skeletol Warchief
Tier 2 Ghost/ Lord Marrowgar
Tier 3 Ghoul/ Abominations
Tier 4 Frost Wyrm/ Sapphiron
Tier 5 Poison Spider/ Anub'Arak
Tier 6 Kel'Thuzad/ Arthas the Lich King
Melee
Skeletol Fighter = 95 Hp 17-21 Damage Attack Speed: Fast 1.1 Sec
Skeletol Warrior = 250 Hp 50-61 Damage Attack Speed: Very Fast 0.8 Sec
Skeletol Destroyer = 700 Hp 90-90 Damage Attack Speed: Very Fast 0.8 Sec Fatal Blow: 3x Damage 25% Chance
Skeletol Warchief = 1500 Hp 123-147 Damage Attack Speed: Fast: 1.3 Sec Skeletol Army: Calls 3 Skeletol Warriors To Battle along the Warchief
In Following Chars the Cos
20 Gold--->70 Gold--->160 Gold--->230 Gold
70 Gold
160 Gold
230 Gold
Ranged/Melee
Ghost = 210 Hp 40-67 Damage Attack Speed: Fast 1.4 Sec Terrifying: Reduces Enemy armor by 3/ Not Stackable.
Lord Marrowgar = 680 Hp 80-92 Damage Attack Speed: Fast 1 Sec Blinding Fear: Reduces Enemy armor by 4 and Cause them to Miss 15% of their attacks. Not Stackable.
50Gold--->130 Gold
Melee
Ghoul = 680 Hp 70-76 Damage Attack Speed: Very Fast 0.4 Sec Feast: Grants 25% Lifesteal.
Abomination = 1520 Hp 160-182 Damage Attack Speed: Fast 1.1 Sec Explode: Upon Death Exploding dealing 125 Damage to All Nearby Enemy's in a AoE of 300
105 Gold--->185 Gold
Ranged
Frost Wyrm = 950 Hp 100-150 Damage Attack Speed: Average 1.8 Sec
Sapphiron = 1650 Hp 145- 201 Damage Attack Speed: Average 1.7 Sec Surrounding Coldness
The Area in A Circle around Sapphiron of 500 Range Chilled in Ice turning the Grass into Snow and Ice, Making the Enemy's Attack and Move 15% Slower. How Longer the Units stay alive (Enemy's) The Slower they will get going to
15%--->20%--->25%--->30%
5 Sec 10 Sec 15 Sec
150 Gold--->210 Gold
Ranged/Melee
Poison Spider = 900 Hp 90-92 Damage Attack Speed: Very Fast 0.7 Sec Double Attack: Every 6th Attack He Sends 2 attacks.
Anub'Arak = 2200 Hp 184-236 Damage Attack Speed: Fast 1.5 Sec Swarm: Summons A Swarm of Insects to Deal Damage to Opponents. Summons 10 of them and are Uncontrollable Each attack they make deals 25 Damage. Is Stackable with Other Anub'Araks
180 Gold---> 250 Gold
Ranged/Melee
Kel'Thuzad= 1400 Hp 140-162 Damage Attack Speed: Fast 1.1 Sec
Arthas The Lich King= 2550 Hp 234-287 Damage Attack Speed: Fast 1 Sec Each Kill Arthas Makes, Will Wake The Killed Unit Back To Life into a Hungering Ghoul.
Ghoul: Hp 700 Hp 70-80 Damage Attack Speed: Very Fast 0.1 Sec
270 Gold--->330 Gold
The LichKing Servants
Tier 1 Skeletol Fighter/ Skeletol Warrior/ Skeletol Destroyer/ Skeletol Warchief
Tier 2 Ghost/ Lord Marrowgar
Tier 3 Ghoul/ Abominations
Tier 4 Frost Wyrm/ Sapphiron
Tier 5 Poison Spider/ Anub'Arak
Tier 6 Kel'Thuzad/ Arthas the Lich King
Melee
Skeletol Fighter = 95 Hp 17-21 Damage Attack Speed: Fast 1.1 Sec
Skeletol Warrior = 250 Hp 50-61 Damage Attack Speed: Very Fast 0.8 Sec
Skeletol Destroyer = 700 Hp 90-90 Damage Attack Speed: Very Fast 0.8 Sec Fatal Blow: 3x Damage 25% Chance
Skeletol Warchief = 1500 Hp 123-147 Damage Attack Speed: Fast: 1.3 Sec Skeletol Army: Calls 3 Skeletol Warriors To Battle along the Warchief
In Following Chars the Cos
20 Gold--->70 Gold--->160 Gold--->230 Gold
70 Gold
160 Gold
230 Gold
Ranged/Melee
Ghost = 210 Hp 40-67 Damage Attack Speed: Fast 1.4 Sec Terrifying: Reduces Enemy armor by 3/ Not Stackable.
Lord Marrowgar = 680 Hp 80-92 Damage Attack Speed: Fast 1 Sec Blinding Fear: Reduces Enemy armor by 4 and Cause them to Miss 15% of their attacks. Not Stackable.
50Gold--->130 Gold
Melee
Ghoul = 680 Hp 70-76 Damage Attack Speed: Very Fast 0.4 Sec Feast: Grants 25% Lifesteal.
Abomination = 1520 Hp 160-182 Damage Attack Speed: Fast 1.1 Sec Explode: Upon Death Exploding dealing 125 Damage to All Nearby Enemy's in a AoE of 300
105 Gold--->185 Gold
Ranged
Frost Wyrm = 950 Hp 100-150 Damage Attack Speed: Average 1.8 Sec
Sapphiron = 1650 Hp 145- 201 Damage Attack Speed: Average 1.7 Sec Surrounding Coldness
The Area in A Circle around Sapphiron of 500 Range Chilled in Ice turning the Grass into Snow and Ice, Making the Enemy's Attack and Move 15% Slower. How Longer the Units stay alive (Enemy's) The Slower they will get going to
15%--->20%--->25%--->30%
5 Sec 10 Sec 15 Sec
150 Gold--->210 Gold
Ranged/Melee
Poison Spider = 900 Hp 90-92 Damage Attack Speed: Very Fast 0.7 Sec Double Attack: Every 6th Attack He Sends 2 attacks.
Anub'Arak = 2200 Hp 184-236 Damage Attack Speed: Fast 1.5 Sec Swarm: Summons A Swarm of Insects to Deal Damage to Opponents. Summons 10 of them and are Uncontrollable Each attack they make deals 25 Damage. Is Stackable with Other Anub'Araks
180 Gold---> 250 Gold
Ranged/Melee
Kel'Thuzad= 1400 Hp 140-162 Damage Attack Speed: Fast 1.1 Sec
Arthas The Lich King= 2550 Hp 234-287 Damage Attack Speed: Fast 1 Sec Each Kill Arthas Makes, Will Wake The Killed Unit Back To Life into a Hungering Ghoul.
Ghoul: Hp 700 Hp 70-80 Damage Attack Speed: Very Fast 0.1 Sec
270 Gold--->330 Gold
Vinnieboy_1993- Peewee
- Posts : 9
Join date : 2011-09-09
Re: ideas for Legion TD Mega 3.4
You made all these calculations alone or you started again on a game ? That I know well moreover...
13atou- Captain
- Posts : 38
Join date : 2011-07-31
Age : 32
Re: ideas for Legion TD Mega 3.4
Yeah I made it all by myself.
Hope u like it,
I would like to know what people think.
I know that something things may by a little Overpowered, but i can be nerved .
Hope u like it,
I would like to know what people think.
I know that something things may by a little Overpowered, but i can be nerved .
Vinnieboy_1993- Peewee
- Posts : 9
Join date : 2011-09-09
Re: ideas for Legion TD Mega 3.4
Personally I would not pronounce on this subject, I am only playing and attending the class of the events concerning Legion TD Mega, it is quite lol.
In any case you have of to work a moment before making that, then gg =)
In any case you have of to work a moment before making that, then gg =)
13atou- Captain
- Posts : 38
Join date : 2011-07-31
Age : 32
Re: ideas for Legion TD Mega 3.4
13atou wrote:Personally I would not pronounce on this subject, I am only playing and attending the class of the events concerning Legion TD Mega, it is quite lol.
In any case you have of to work a moment before making that, then gg =)
Can you tell me what you mean:P
Vinnieboy_1993- Peewee
- Posts : 9
Join date : 2011-09-09
Re: ideas for Legion TD Mega 3.4
13atou wrote:I have an idee has to make share if possible lol. When that we select the icone " random builder ", why not to be able to fall on ALL the builders? Kind hybrid and mercenary in more:-)
It is possible, but mercenary its only possible in games without -li.
NERV- Neotank
- Posts : 262
Join date : 2011-09-01
Re: ideas for Legion TD Mega 3.4
Vinnieboy_1993 wrote:New Race for Legion TD
The LichKing Servants
Tier 1 Skeletol Fighter/ Skeletol Warrior/ Skeletol Destroyer/ Skeletol Warchief
Tier 2 Ghost/ Lord Marrowgar
Tier 3 Ghoul/ Abominations
Tier 4 Frost Wyrm/ Sapphiron
Tier 5 Poison Spider/ Anub'Arak
Tier 6 Kel'Thuzad/ Arthas the Lich King
Melee
Skeletol Fighter = 95 Hp 17-21 Damage Attack Speed: Fast 1.1 Sec
Skeletol Warrior = 250 Hp 50-61 Damage Attack Speed: Very Fast 0.8 Sec
Skeletol Destroyer = 700 Hp 90-90 Damage Attack Speed: Very Fast 0.8 Sec Fatal Blow: 3x Damage 25% Chance
Skeletol Warchief = 1500 Hp 123-147 Damage Attack Speed: Fast: 1.3 Sec Skeletol Army: Calls 3 Skeletol Warriors To Battle along the Warchief
In Following Chars the Cos
20 Gold--->70 Gold--->160 Gold--->230 Gold
70 Gold
160 Gold
230 Gold
Ranged/Melee
Ghost = 210 Hp 40-67 Damage Attack Speed: Fast 1.4 Sec Terrifying: Reduces Enemy armor by 3/ Not Stackable.
Lord Marrowgar = 680 Hp 80-92 Damage Attack Speed: Fast 1 Sec Blinding Fear: Reduces Enemy armor by 4 and Cause them to Miss 15% of their attacks. Not Stackable.
50Gold--->130 Gold
Melee
Ghoul = 680 Hp 70-76 Damage Attack Speed: Very Fast 0.4 Sec Feast: Grants 25% Lifesteal.
Abomination = 1520 Hp 160-182 Damage Attack Speed: Fast 1.1 Sec Explode: Upon Death Exploding dealing 125 Damage to All Nearby Enemy's in a AoE of 300
105 Gold--->185 Gold
Ranged
Frost Wyrm = 950 Hp 100-150 Damage Attack Speed: Average 1.8 Sec
Sapphiron = 1650 Hp 145- 201 Damage Attack Speed: Average 1.7 Sec Surrounding Coldness
The Area in A Circle around Sapphiron of 500 Range Chilled in Ice turning the Grass into Snow and Ice, Making the Enemy's Attack and Move 15% Slower. How Longer the Units stay alive (Enemy's) The Slower they will get going to
15%--->20%--->25%--->30%
5 Sec 10 Sec 15 Sec
150 Gold--->210 Gold
Ranged/Melee
Poison Spider = 900 Hp 90-92 Damage Attack Speed: Very Fast 0.7 Sec Double Attack: Every 6th Attack He Sends 2 attacks.
Anub'Arak = 2200 Hp 184-236 Damage Attack Speed: Fast 1.5 Sec Swarm: Summons A Swarm of Insects to Deal Damage to Opponents. Summons 10 of them and are Uncontrollable Each attack they make deals 25 Damage. Is Stackable with Other Anub'Araks
180 Gold---> 250 Gold
Ranged/Melee
Kel'Thuzad= 1400 Hp 140-162 Damage Attack Speed: Fast 1.1 Sec
Arthas The Lich King= 2550 Hp 234-287 Damage Attack Speed: Fast 1 Sec Each Kill Arthas Makes, Will Wake The Killed Unit Back To Life into a Hungering Ghoul.
Ghoul: Hp 700 Hp 70-80 Damage Attack Speed: Very Fast 0.1 Sec
270 Gold--->330 Gold
it is too late now, (I already made Undead, with similar theme)
also, the stat sound too good to be true, for example:
Ghoul ==> should cost 450 gold to buy that stat.
as a standard rule :
100 gold ==> around 500hp, around 50dps. then balance between dps or hp depend on range/melee/tier/ability
HuanAk- Admin
- Posts : 411
Join date : 2011-04-15
Re: ideas for Legion TD Mega 3.4
Aaah oke:) Hmm is it possible to add another new race instead of The LIch King Servants that il make up another race?
But what did you think about the rest of the Units i made up?
But what did you think about the rest of the Units i made up?
Vinnieboy_1993- Peewee
- Posts : 9
Join date : 2011-09-09
Re: ideas for Legion TD Mega 3.4
Just random builder hybrid so maybe ? =)
13atou- Captain
- Posts : 38
Join date : 2011-07-31
Age : 32
Re: ideas for Legion TD Mega 3.4
13atou wrote:Just random builder hybrid so maybe ? =)
I think random builder already include Hybrid ? (I knew change builder included hybrid, not sure about random builder)
HuanAk- Admin
- Posts : 411
Join date : 2011-04-15
Re: ideas for Legion TD Mega 3.4
Ah OK I thought not ^^, you are doubtless right, thank you =).
13atou- Captain
- Posts : 38
Join date : 2011-07-31
Age : 32
Re: ideas for Legion TD Mega 3.4
minotaur from demi-human doesn`t make the tremor or how is named his skil when it haves full mana...he waits some seconds...make it to give the tremor exactly when he have full mana...
PalaTudy- Peewee
- Posts : 3
Join date : 2011-09-05
Re: ideas for Legion TD Mega 3.4
PalaTudy wrote:minotaur from demi-human doesn`t make the tremor or how is named his skil when it haves full mana...he waits some seconds...make it to give the tremor exactly when he have full mana...
I will write some code to force it cast spell.
to cast a spell, it have 2 requirement :
- cool down
- full mana
sometime full mana doesn't mean automatic cast.
eg, if you have mana regen aura :
- your mana will full in 6 seconds, normally take 10 seconds
- your mana will full in 10 seconds, normally take 20 seconds
- your mana will full in 12 seconds, normally take 30 seconds
- your mana will full in 14 seconds, normally take 45 seconds
- your mana will full in 20 seconds, normally take forever ( 0 regen, should be one off spell )
that is why lots of spell have "hidden" cool down. and cooldown usually slightly lower than normal regen time.
HuanAk- Admin
- Posts : 411
Join date : 2011-04-15
Re: ideas for Legion TD Mega 3.4
nice if you could delete "press any key to continue" after loading (that u dont have to press a key and it continues automatically)
Dazzlee- Neotank
- Posts : 170
Join date : 2011-09-07
(un)Balances
1. Mercenary
Why are you having so much trouble with mercenary?... The whole race is so out of concept that it should be removed. Or maybe if it wouldn't be a selectable race at the beginning, instead players could change their biulder to merc after level 10 and only if their value is much lower than (e.g. under 50% of) the recommended value.
2. Undead
Whats the point of putting already used units into a new race again, with different (much stronger) skills/abilities?? Not even frost dragon have slow+splash attack.. And a new race with already existing unit models is disappointing (for ex. acolyte upgrade, ballista+upgrade, zombie+pudge,..) This race needs some reconsideration/rework before put into the game, and a race where 1 kind of unit can rape all the waves with ease makes game modes kinda senseless.. (cb,hp,ap)...
3. Old races
Instead of rushing to design new races you should focus a bit on balancing the old ones.. We don't need sailing pirate ships, we already have lots of units but each races only have just a few useful ones. And sometimes even these good units completely lack of synergy in skills. We give some of our ideas regarding currently useful units value/incomewise.
a) Marine:
-the basic siren unit is much stronger/useful than it's upgrade - give frost armor to the upgraded one or give stronger frost armor with much lower cd to the upgraded version.
-hydra is overnerfed, with every 3rd attack and 60% of damage??? That equals to a 33% 1.8x crit statistically - weak (compare to other splash/crit units from this tier).
b) Goblin:
-why clockwerk doesn't have some base manaregen? 10 damage+1s stun not a big deal it should be able to cast it more times if he survives long enough.. And the clockwerk jumping out of the dying tank why only has 5 mana?
- the old tier 5 unit (jump+stomp and the upgrade with the temporarily invulnerability) was more suitable for defensive purposes since it could protect the others behind. What's the point of putting a fast attacking unit next to the tanks with high single target damage?
-tanks are weak compared to former ones and in terms of price/value rating. And the basic one having melee attacks is a bad idea. Driver jump is too weak ability on this tier. Maybe make tank tier 5 with some modifications and design a new tier 6 unit for them. It would also make the race more unique since mech also has a tank on tier 6 with same type of damage/armor.
c) Element:
-phoenix and SoD: maybe consider replacing manashild and high single damage with an immolation skill.
-Messiah shouldn't be a unit for this race, rather for a race with more mana dependance.
d) Ghost:
-Meridian: increase mp rather than hp, since it has a mana shield...... Maybe change catastrophe cd since it's single target and the unit's strenght could be adjusted by setting the cd or damage of the skill.
That's enough to point out some major issues IMO, but many balancing options and work needs to be done in later versions.
--------------------------------------------------------------------------------------------------------------------
Thanks for reading our suggestions!
p.s.: Please spare the map from anime influence!!!!!!!!!!!!!!!!!!!!!
Why are you having so much trouble with mercenary?... The whole race is so out of concept that it should be removed. Or maybe if it wouldn't be a selectable race at the beginning, instead players could change their biulder to merc after level 10 and only if their value is much lower than (e.g. under 50% of) the recommended value.
2. Undead
Whats the point of putting already used units into a new race again, with different (much stronger) skills/abilities?? Not even frost dragon have slow+splash attack.. And a new race with already existing unit models is disappointing (for ex. acolyte upgrade, ballista+upgrade, zombie+pudge,..) This race needs some reconsideration/rework before put into the game, and a race where 1 kind of unit can rape all the waves with ease makes game modes kinda senseless.. (cb,hp,ap)...
3. Old races
Instead of rushing to design new races you should focus a bit on balancing the old ones.. We don't need sailing pirate ships, we already have lots of units but each races only have just a few useful ones. And sometimes even these good units completely lack of synergy in skills. We give some of our ideas regarding currently useful units value/incomewise.
a) Marine:
-the basic siren unit is much stronger/useful than it's upgrade - give frost armor to the upgraded one or give stronger frost armor with much lower cd to the upgraded version.
-hydra is overnerfed, with every 3rd attack and 60% of damage??? That equals to a 33% 1.8x crit statistically - weak (compare to other splash/crit units from this tier).
b) Goblin:
-why clockwerk doesn't have some base manaregen? 10 damage+1s stun not a big deal it should be able to cast it more times if he survives long enough.. And the clockwerk jumping out of the dying tank why only has 5 mana?
- the old tier 5 unit (jump+stomp and the upgrade with the temporarily invulnerability) was more suitable for defensive purposes since it could protect the others behind. What's the point of putting a fast attacking unit next to the tanks with high single target damage?
-tanks are weak compared to former ones and in terms of price/value rating. And the basic one having melee attacks is a bad idea. Driver jump is too weak ability on this tier. Maybe make tank tier 5 with some modifications and design a new tier 6 unit for them. It would also make the race more unique since mech also has a tank on tier 6 with same type of damage/armor.
c) Element:
-phoenix and SoD: maybe consider replacing manashild and high single damage with an immolation skill.
-Messiah shouldn't be a unit for this race, rather for a race with more mana dependance.
d) Ghost:
-Meridian: increase mp rather than hp, since it has a mana shield...... Maybe change catastrophe cd since it's single target and the unit's strenght could be adjusted by setting the cd or damage of the skill.
That's enough to point out some major issues IMO, but many balancing options and work needs to be done in later versions.
--------------------------------------------------------------------------------------------------------------------
Thanks for reading our suggestions!
p.s.: Please spare the map from anime influence!!!!!!!!!!!!!!!!!!!!!
LTD_Fan- Peewee
- Posts : 2
Join date : 2011-09-15
Re: ideas for Legion TD Mega 3.4
yes, new race is boring.
also it doesn't matter what you changed, some unit/race always better than other, so I can't really make them 100% equal.
all I can do it make sure they are playable and can achieved my recommend value, as well as reach "master" title.
and, I will stop adding more race after 2nd page is full, then I don't know what to do after that, maybe just minor adjust/balance.
HuanAk- Admin
- Posts : 411
Join date : 2011-04-15
Re: ideas for Legion TD Mega 3.4
@ Ghost Balance, Ghost needs a Tank, Outcast/Forsaken One isnt enough, so more HP for Meridian is best way to go, since Soul of Hero sucks balls
Dazzlee- Neotank
- Posts : 170
Join date : 2011-09-07
Re: ideas for Legion TD Mega 3.4
I will leave minor balance adjust for final beta. because I will have time to play after that.
HuanAk- Admin
- Posts : 411
Join date : 2011-04-15
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