@Zulthar
Am nerfing the AoE of the impact of a champion, mainly for game design reasons
Legion TD HELL v3.97 series - [DISCUSSION]
Moderator: HELLRAlSER
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Re: Legion TD HELL v3.97 series - [DISCUSSION]
@HELLRAlSER
Ahh ok (^_^) just didn't want hpac/prac to get too easy. been enjoying those challenges, that you have created. there is no one strategy that everyone uses now, and i like that.
Ahh ok (^_^) just didn't want hpac/prac to get too easy. been enjoying those challenges, that you have created. there is no one strategy that everyone uses now, and i like that.
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Re: Legion TD HELL v3.97 series - [DISCUSSION]
@Zulthar
Out of preliminary testing, its not becoming easier, just more manageable when you know what you are doing.
Out of preliminary testing, its not becoming easier, just more manageable when you know what you are doing.
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Re: Legion TD HELL v3.97 series - [DISCUSSION]
Zulthar wrote:HELLRAlSER wrote:just more manageable when you know what you are doing.
Alright down for that
Oh I do like this *Provoke Anarchy
-Mancost from currentMana to 50% of the CurrentMana
and for some reason, I like the idea we have to buy provoke anarchy, in CC mode. you ever thought about removing the free Provoke Anarchy that is given to us, out of the modes and making players buy it instead?
Tree of Life
-Mana Pool from 60 to 300
-Starting mana from 60 to 0
-Mana regen from 10 to 15
*Water of life:
-AoE from 300 to 400
-Cooldown from 4sec to 1sec
looking forward to trying out tree of life also.
Zulthar wrote:and for some reason, I like the idea we have to buy provoke anarchy, in CC mode. you ever thought about removing the free Provoke Anarchy that is given to us, out of the modes and making players buy it instead?
Ye, am thinking about it.
ps. Don't wonder what happened to your reply. I deleted it by accident. (>.<)
HELLHALT
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Re: Legion TD HELL v3.97 series - [DISCUSSION]
@HELLRAlSER
Thank you for your work!
Could you upload a list of the rewards when challenging a champion on all the waves?
I saw that someone else notified you about the command attack.
Thanks!
Thank you for your work!
Could you upload a list of the rewards when challenging a champion on all the waves?
I saw that someone else notified you about the command attack.
Thanks!
Known in-game as DyKarN@Europe
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Re: Legion TD HELL v3.97 series - [DISCUSSION]
DyKarN wrote:@HELLRAlSER
Thank you for your work!
Could you upload a list of the rewards when challenging a champion on all the waves?
I saw that someone else notified you about the command attack.
Thanks!
viewtopic.php?f=233&t=99903
HELLHALT
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Re: Legion TD HELL v3.97 series - [DISCUSSION]
@hellraiser
Couple of suggestions for crossing, if you're of a mind to make that a viable strategy.
1) when used, antistuck works and the units go toward the gate of the person who used it. But once all the enemies are dead, some units will continue toward the gate instead of returning to their own. Even when not crossing, sharing auras units sometimes won't return home if antistuck was used.
2) is there a way to fix units in a cross where they don't run back toward their home gate when the first enemy of a wave is killed? I know they're set to go back if there aren't any other units in range, but often times there are clearly more enemies that are very close but the units still refuse to stay and kill them. Can you increase their range of awareness of enemies even a little? Crossing is a fun way to play sometimes, but it's almost impossible when some units refuse to stay and fight even when there are enemies VERY close. It's not all units (some have a huge range of awareness it seems), but some have LTD mega range.
This replay will show both happening, if you need to see it.
https://entgaming.net/findstats.php?id=8589491
Thanks for all you do, love the game, and I hope you'll make this alt way of playing more possible.
Couple of suggestions for crossing, if you're of a mind to make that a viable strategy.
1) when used, antistuck works and the units go toward the gate of the person who used it. But once all the enemies are dead, some units will continue toward the gate instead of returning to their own. Even when not crossing, sharing auras units sometimes won't return home if antistuck was used.
2) is there a way to fix units in a cross where they don't run back toward their home gate when the first enemy of a wave is killed? I know they're set to go back if there aren't any other units in range, but often times there are clearly more enemies that are very close but the units still refuse to stay and kill them. Can you increase their range of awareness of enemies even a little? Crossing is a fun way to play sometimes, but it's almost impossible when some units refuse to stay and fight even when there are enemies VERY close. It's not all units (some have a huge range of awareness it seems), but some have LTD mega range.
This replay will show both happening, if you need to see it.
https://entgaming.net/findstats.php?id=8589491
Thanks for all you do, love the game, and I hope you'll make this alt way of playing more possible.
Re: Legion TD HELL v3.97 series - [DISCUSSION]
is there a way to make it over lvl 30 without both teams kings getting attacked by several magnataur bosses?
how do we kill them all=?
i have max food / max units but they just go through my units like its some insects in their way. some die but most of them go through.
any suggestions on this one?
how do we kill them all=?
i have max food / max units but they just go through my units like its some insects in their way. some die but most of them go through.
any suggestions on this one?
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Re: Legion TD HELL v3.97 series - [DISCUSSION]
@Mirusy
My first suggestion is play a more recent map,
viewtopic.php?f=233&p=426268#p426268
Secondly you can watch streams here:
viewtopic.php?f=235&p=417050#p392061
Thirdly, for 30 you need a very good mix of buffs/debuffs, siege damage, and a good unit formation
My first suggestion is play a more recent map,
viewtopic.php?f=233&p=426268#p426268
Secondly you can watch streams here:
viewtopic.php?f=235&p=417050#p392061
Thirdly, for 30 you need a very good mix of buffs/debuffs, siege damage, and a good unit formation
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Re: Legion TD HELL v3.97 series - [DISCUSSION]
@HELLRAlSER
Why doesn't king's immolation work on air units?
Phantom is bugged, it deals no damage. Maybe because of patch 1.28?
We still play this version because the bots are all still hosting this version.
Why doesn't king's immolation work on air units?
Phantom is bugged, it deals no damage. Maybe because of patch 1.28?
We still play this version because the bots are all still hosting this version.
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Re: Legion TD HELL v3.97 series - [DISCUSSION]
@Strikest 1.28 broke this map. Nothing I can do about it. Wait for HELLHALT TD v4.0.4 to be hosted on autohost bots. Most like this will happen today: viewtopic.php?f=9&t=108502
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