Legion TD HELL v3.91j

Moderator: HELLRAlSER

HELLRAlSER
ENT Staff
Posts: 629
Joined: Fri Oct 23, 2015 9:06 am
Has thanked: 5 times
Been thanked: 30 times
Contact:

Legion TD HELL v3.91j

Postby HELLRAlSER » Sun Feb 28, 2016 12:44 am

--------------------------------------------------
Legion TD HELL v3.91j - Changelog
--------------------------------------------------
General
-Some modification on antistuck

Units
Zeus
*Power Surge: From 90 damage to 80 damage

Servant
-Collision from 2 to 1
-Damage from 20-30 to 20-25

Slavemaster
-Collision from 6 to 5
Legion TD HELL v3.91j.w3x
(1.05 MiB) Downloaded 75 times

kexaxe
Armored Tree
Posts: 54
Joined: Sun Feb 14, 2016 1:47 am
Has thanked: 3 times

Re: Legion TD HELL v3.91j

Postby kexaxe » Sun Feb 28, 2016 6:00 pm

1) Is somehow possible to change the behavior of the towers at the beginning of every level? In the late game when there is a lot of towers, some of them just don't take aggro and stay. I'm wondering if they would get the Attack command to the north wall it could solve the problem.

Anti-stuck doesn't work on that.

2) Goliath's (tier 5 Nature) ability Fury doesn't work as intended. It procs at 80% of health and disappeaars after 2 seconds or so.
Attachments
WC3ScrnShot_022816_183825_02.jpg
WC3ScrnShot_022816_183825_02.jpg (877.67 KiB) Viewed 2029 times

HELLRAlSER
ENT Staff
Posts: 629
Joined: Fri Oct 23, 2015 9:06 am
Has thanked: 5 times
Been thanked: 30 times
Contact:

Re: Legion TD HELL v3.91j

Postby HELLRAlSER » Sun Feb 28, 2016 7:58 pm

1. I have already heavily modified their behavior, but issues will arise if you make melee tanks have increased aggro. if they are in front they will aggro far sooner leaving everything else behind. My advice is to try build melee or low range units front. Units aggro range correlates to their actual range. I will work more on it on the future.

Antistuck is modified in latest patches to prevent exactly that (to avoid wave fishing).

2. Are you sure about goliath? In my tests the skill works normally. maybe a replay?

kasper699
Treant
Posts: 323
Joined: Sun Mar 15, 2015 5:39 am
Has thanked: 6 times
Been thanked: 1 time

Re: Legion TD HELL v3.91j

Postby kasper699 » Mon Feb 29, 2016 8:24 am

hell can you add command

!ff
!draw

HELLRAlSER
ENT Staff
Posts: 629
Joined: Fri Oct 23, 2015 9:06 am
Has thanked: 5 times
Been thanked: 30 times
Contact:

Re: Legion TD HELL v3.91j

Postby HELLRAlSER » Mon Feb 29, 2016 8:31 am

kasper699 wrote:hell can you add command

!ff
!draw


Those are bot commands, i have nothing to do with it, altho i think at least !draw is already implemented. Not sure.

I guess if you know that neither of them are implemented you can make a Suggestion here: https://entgaming.net/forum/viewforum.php?f=9

HELLRAlSER
ENT Staff
Posts: 629
Joined: Fri Oct 23, 2015 9:06 am
Has thanked: 5 times
Been thanked: 30 times
Contact:

Re: Legion TD HELL v3.91j

Postby HELLRAlSER » Mon Feb 29, 2016 8:46 am

I need some feedback on current servants. Was the nerf too harsh? After few (very few cause no free time), i felt they needed a price reduction to 35gold. But i need more feedback.

kexaxe
Armored Tree
Posts: 54
Joined: Sun Feb 14, 2016 1:47 am
Has thanked: 3 times

Re: Legion TD HELL v3.91j

Postby kexaxe » Tue Mar 01, 2016 4:46 pm

Okay so we did more testing and Goliath's Fury looks normal. Sorry about that.

Price reduction for Servants from 40 to 35 would be great cause then you can build 3 of them (and upgrade them) in the 1st round.

But more than Demi-human there are other races which need some attention (e.g. Paladin or Elf) I think. There is almost no reason to play them.

HELLRAlSER
ENT Staff
Posts: 629
Joined: Fri Oct 23, 2015 9:06 am
Has thanked: 5 times
Been thanked: 30 times
Contact:

Re: Legion TD HELL v3.91j

Postby HELLRAlSER » Tue Mar 01, 2016 5:41 pm

@kexaxe
But that would imply that collectively all this units are weak:

Elf units:
colt/rider, novice/crusader, sentry/nightsaber, prisoner/marerick, druid/ascedant/sword mage, moon guard/warden

Paladin units:
peasant/militia, archer/elite archer, footman/guard, priest/high priest, cavalier/knight, dragon hawk/gryphon rider

Statement that i dont find particularly true. Personally i can find good uses for all this units.

Lets not confuse balance with personal preferences :)

kexaxe
Armored Tree
Posts: 54
Joined: Sun Feb 14, 2016 1:47 am
Has thanked: 3 times

Re: Legion TD HELL v3.91j

Postby kexaxe » Tue Mar 01, 2016 5:53 pm

@HELLRAISER Yeah, that could be long discussion. Nvm since we can skip them :-)

But what I'm pretty sure is that imbalanced arena (e.g. 2v1) need some balance. There is 0% chance you can beat your enemy even you get little support via boss NPCs.

HELLRAlSER
ENT Staff
Posts: 629
Joined: Fri Oct 23, 2015 9:06 am
Has thanked: 5 times
Been thanked: 30 times
Contact:

Re: Legion TD HELL v3.91j

Postby HELLRAlSER » Tue Mar 01, 2016 6:26 pm

@kexaxe

I guess i can add another Velen and see how it goes from there.

Asterix
Resource Storage
Posts: 21
Joined: Sat Oct 12, 2013 8:38 am
Has thanked: 1 time

Re: Legion TD HELL v3.91j

Postby Asterix » Wed Mar 02, 2016 2:38 pm

Hi all!

I tried to hold lvl 10 with upped orcs, wolverine with the 5% crit ability. It didnt work on boss 1 time. They only crit the "normal"creeps.

HELLRAlSER
ENT Staff
Posts: 629
Joined: Fri Oct 23, 2015 9:06 am
Has thanked: 5 times
Been thanked: 30 times
Contact:

Re: Legion TD HELL v3.91j

Postby HELLRAlSER » Wed Mar 02, 2016 7:09 pm

That type of crit never worked bosses in any x10versions, its not a bug, it is intended, considering that crit is shared with 3 units now, some of them very cheap, would make boss levels a joke.

Asterix
Resource Storage
Posts: 21
Joined: Sat Oct 12, 2013 8:38 am
Has thanked: 1 time

Re: Legion TD HELL v3.91j

Postby Asterix » Wed Mar 02, 2016 9:28 pm

alright, i understand that. can u add that text on these units? "dont work on boss"


Return to “Archive”

Who is online

Users browsing this forum: No registered users and 2 guests