Hero Strife TD v2.4.1

This bundle is marked as approved. It works and satisfies the submission rules.
full

full

Hero Strife TD is a map where two genres meet: Hero Defense and Tower Defense. There are races to choose from and each race has its own heroes. Make your decision and start executing your strategy. You can send units against the enemy teams to make them struggle and by doing that you gain income. There are 30 waves to defend your castle from.
There are 4 teams, each team has 4 mazes for each player and a base. Your heroes are in the base protecting the castle from creeps. Killing 2 creeps in the maze creates a unit to a random opposing team. But your leaked creeps will be directly going to your base.

Classic

Timeless

Snake


full

Try to survive the 30 waves. In this game type, you advance to the next level altogether. When a team clears a wave first they will get a reward and will start the bolster timer which will make all of the wave units attack and move faster once it expires. Arenas are enabled in this type.

full

Be the first team to win the 30th wave. In this game type, there are no pauses during the waves. When you kill all of the units that spawn in the maze (Sent Creeps does not count), your team will instantly advance to the next wave. When you finish a wave first you will get a reward. Arenas are disabled in this type.

full

Try to survive the 30 waves. This game type is classic with a twist: the wave starts in one maze per team and after that, instead of going to the base it goes to the next maze of the team. Finally, when it has traveled all the mazes, it goes to the base. Maze needs a minimum of value requirement for units to travel [players can see the minimum limit by writing -svalue X, X being the wave level]. For each player in the team the unit spawn amount increases by 50% [1 Player 40, 2 Players 60, 3 Players 80 …]. Maze gold is shared between the players but additional gold will be given to the builders.


full

- 30 Waves- 24 Races
- 16 Players- 4 Teams
- Fun Gameplay- Teamwork
- Challengers- Forests
- Single Player Mode - Single Team Mode - Game Types Arena
full




full



full

Miscellaneous

Also


  • Bribe: Item Cleanup.

Special thanks to AmethystTower / Killera.
Thanks to:
Slavonomo for beta testing.

full


v2.4.1

v2.4.0

v2.3.7

v2.3.6

v2.3.3

v2.3.2

v2.3.1

v2.3.0

v2.2.0

v2.1.1

v2.1.0

v2.0.0

v1.33

v1.32.2

v1.32.1

v1.32

v1.31

v1.30

v1.29

v1.28b


  • Desync fixing experiments as usual.

02/07/2021

  • Builder: Added "Empower Wave" ability.
  • Orc: Blademaster: Windwalk: Fixed the bug where it didn't teleport to target.
  • Mercenary: Marksman: Can attack air.
  • Desync fixing experiments as usual.

01/07/2021

  • Desync fix experiment.

30/06/2021

  • Mercenary: Dark Wizard: Vortex: Made it less laggy.

28/06/2021

  • I've added error printing on some functions. When you get an error message, please report it to me.

24/06/2021

  • Fixed the bug where the forest didn't give gold nor xp.

22/06/2021

  • Removed Damage Detection System by Bribe and returned to natives.
  • Forsaken: Has proper information about the towers & information in choose part.

21/06/2021

  • New Race: Forsaken.
  • Kogoll: Alchemist: Gamble: Permanent death is fixed.

20/06/2021

  • New Race: Mercenary.
  • HRM: Rerolls everyone before the arena.

17/06/2021

  • Elemental: Mountain Giant: Crush: Fixed infinite use when mixed with orbs.
  • Kogoll: Gnoll Purger: Storm: Increased lightning's AOE by 30% and lightning strike count by 32%.
  • Mech: Flying Machine: Mana is restored upon kill.
  • Outlaw: Hippogryph Rider: Added "Camp Hunt" passive.
  • Night Elf: Guard: Added "Night Sentry" passive.
  • Some system improvements.

10/06/2021

Thought I fixed the desync but unfortunately not. But it seems like it happens rarer than v2.0.0.

09/06/2021


I have completely re-written the whole map in Typescript from GUI.
I have removed the Timeless & Snake game type temporarily. Will add them in the following versions.
  • New loading screen.
  • Base pause healing covers all of it.
  • Bolster affects camp units as well.
  • Camp creeps have a wave limit.
  • Difficulty affects creeps and forest units as well.
  • Disabled gold & lumber sharing through the F11 tab.
  • Forest experience gets reduced depending on how far away your hero level is from the current wave.
  • Heroes have a minimum movement speed of 50.
  • Higher difficulty increases end wave gold by x2 the increase. (125% increases by 50%, etc.)
  • HR changes heroes too.
  • If a teammate leaves, other team players will get bonus experience and gold.
  • Items have wave requirements now and enemy heroes can't buy from allied shops.
  • Murloc heroes and flag heroes restore less hp to enemy units that killed them.
  • New command: -gg XXX. Players can share the gold with this command. It has a gold limit that changes every five waves.
  • New game modes: Hybrid Random Mirror, All Hybrid Mirror
  • New setting: Spawn Rate(x0.5,x1,x1.5,x2)
  • Reduced bolster attack & movement speed increase by 50%.[50%->25%]
  • Reduced forest aggro range to 400 to 300.
  • Towers can display kill & total damage amount.
  • 20+ wave units' health and damage by 25-35%

  • Notifies your teammates when your hero is trained.
  • Notifies when your castle is attacked.
  • Decreased mana replenish research time by 33%.[30->20]
  • Decreased mana pool research time by 25%.[20->15]
  • Decreased overflow research time by 25%.[60->45]
  • Camp Creep: Ghoul: Regen reduced by 20%. Flesheater Aura: Movement speed reduced to 7.5% attack speed to 10%.
  • Camp Creep: Footman: Devotion Aura: Reduced by 1.
  • Item: Scroll of Charge: Has a time limit of 30 seconds.
  • Item: Orb of Frost & Corruption doesn't work on player heroes.
  • Arcane: Archmage: Empower Elemental: Fully restores the health of the water elemental upon cast.
  • Elemental: Mountain Giant: Changed Hardened Rock to the old version.
  • Naga: Sea Witch: Enchanted Deep Sea: Resets Forked Lightning on the cast.
  • Nature: Treant: Growth: Increased attack bonus percentage by 50%.
  • Shadow: Ranger: Silence: Increased skeleton spawn to 3-8.
  • Warrior: Divine General: Divine Hand: Increased duration to 3.2 seconds.
  • Dragon: Nether Dragon: Dragon Blood: Loses 25% of the current life.
  • Fel Orc: Warrior: Battlemaster: Spawns near the rune and moves towards the castle.
  • Kogoll: Gnoll Purger: Lightning Wave: Increased chance to 20%
  • Demon: Voidswayer: Bloodlust: increased health restoration to 20% on hero kills, 5% on unit kills.
New version ordering: "a.b.c". changes when an absolutely big overhaul happens. b changes when new content has implemented such as a new race, items, and stuff. c is for quick fixes and small balance changes.

08/06/2021


  • Troll: Warlord: Skull loss on death is reduced to 25. Skull gain on kill is increased by 20%. Decreased skull cost on abilities by 30-40%.
  • Troll Warlord: Regeneration: Won't dispell on the attack now.
  • Troll: Warlord: Dual Glaive: Cooldown resets if it kills an enemy.
  • Troll: Ice Troll Priest: Inner Ice: Increased cost by 60%.
  • Creep: Makrura Sneaky Prawn: Reduced armor to 0.
  • Tower: Peasant: Fixed the bug where towers sometimes gained more than 1 mana when he attacks.
  • Frozen: Tuskarr Trapper: Frost Trap: Decreased root duration by 1.
08/04/2021


  • Troll: Batrider: Liquid Fire: Increased dealt damage by 400% (8->32). Fixed the bug where it didn't slow the movement speed but attack speed.
  • Troll: Shaman: Healing Totem: Decreased healing by 50%.
  • Troll: Shaman: Sentry Totem: Decreased damage by 25%.
  • Troll: Shaman: Sentry Totem: Now it properly levels.
  • Frozen: Elite Tuskarr Fighter: Removed bounce ability but increased damage by 55%.
01/04/2021


  • Troll: Penguin Hunter II: Has correct health now.
  • Sending Creeps: Now takes 100% of the damage inside the maze.
  • Neutral Weak Camp: 2. and 3. row has delay now.
  • Item: Orbs: increased cost by 20%
  • Challengers: Fixed The Treant & Wisp starting together.
30/03/2021


  • New Race: Troll.
  • Frozen: Magnataur Destroyer: Snowy Skin: Reduced heal amount to half of the damage.
  • Frozen: Magnataur Destroyer: Stomp: Fixed where the level 1 damage was better than level 2. Reduced stun duration by 1.
  • Frozen: Tuskarr Trapper: Frost Trap: Cooldown increases if the target is hero now.
  • Corrupted: Ancient Protector: Poison Cloud: Doesn't damage neutral anymore.
  • Type: Snake: Wave duration is decreased by 30 seconds.
  • Fountain of Mana: Increased base mana regeneration by 150%. (0.20 -> 0.50)
  • Fountain of Mana: Mana Replenish: Increased bonus by 25% (0.20 -> 0.25)
  • Fountain of Mana: Overflow: Decreased bonus by 6% (4.8 -> 4.5) but has 2 levels now. Decreased lumber cost by 50% (1000 -> 500).
  • Fountain of Mana: Mana Pool: Increased cost by 150% (10 -> 25) and time by 66% ( 12 -> 20) but increased bonus maximum mana by 200% (50 -> 150)
  • Tavern of Challenge: Moved lumber challenges to the first tavern. Added 3 new challenges.
  • Outlaw: Shadow Hunter: Voodoo: Decreased cooldown by 20% (500->400)
30/03/2021


  • New Race: Frozen
  • Demon: Voidswayer: Influence: Units won't get influenced twice
24/03/2021



  • Arachnid: Brood Mother: Increased damage by ~13%. (I: [1125-1358] -> [1325-1558])
  • Arachnid: Spitting Spider: Increased damage by ~36%. (I: [72-89] -> [85-102])
  • Beast: Frog: Increased damage by ~13%. (I: [49-86] -> [58-95])
  • Corrupted: Tree of Corruption: Decreased damage by ~40%. (I: [687-734] -> [967-1014])
  • Demon: Infernal Juggarnaut: Hound: Increased damage by ~33%. (I: [120] -> [160])
  • Demon: Nightmare Drake: Increased damage by ~48%. (I: [257-332] -> [427-502])
  • Demon: Terrorbearer: Decreased damage by ~36%. (I: [127-149] -> [87-109])
  • Demon: Vile Tormentor: Decreased damage by ~13%. (I: [30-40] -> [35-45])
  • Dragon: Black Dragon Whelp: Increased attack damage by ~9%. (I: [247-302] -> [272-327])
  • Dragon: Black Dragon: Increased attack damage by ~40%. (I: [850-1125] -> [1250-1525])
  • Dragon: Bronze Dragon Whelp: Increased damage by ~11%. (I: [150-160] -> [169-179])
  • Dragon: Green Drake: Emerald Blast: Increased damage by 50%. (I: [80] -> [120])
  • Dragon: Red Dragon: Increased damage by 40%. (I: [250] -> [350])
  • Elemental: Reef Elemental: Increased damage by 18%. (I: [1112-1212] -> [1322-1422])
  • Elemental: Rock Golem: Increased damage by 30%. (I: [145-180] -> [195-230])
  • High Guard: Esoteric Mage: Increased damage by 35%. (I: [269-304] -> [369-404])
  • High Guard: Explosive Team: Increased damage by 10%. (I: [123-154] -> [137-168])
  • Kogoll: Gnoll Nighthunter: Increased attack speed by ~16. (I: [0.90] -> [0.75])
  • Kogoll: Kobold Luckneeder: Increased damage by ~13%. (I: [553-803] -> [653-903])
  • Mech: Battle Golem: Increased attack damage by ~6%. (I: [100-116] -> [106-122])
  • Mech: Crazy Engineer: Increased damage by ~41%. (I: [73-103] -> [119-149])
  • Mech: Rifleman: Increased damage by 20%. (I: [20-28] -> [25-33])
  • Murloc: Seaguard: Increased damage by ~12%. (I: [26-33] -> [29-36])
  • Naga: Snap Dragon: Increased damage by ~18%. (I: [67-82] -> [78-93])
  • Nature: Ancient of Lore: Increased attack damage by ~10%. (I: [911-1102] -> [1008-1199])
  • Nature: Ancient of Protector: Increased attack damage by ~5%. (I: [90-140] -> [95-145])
  • Nature: Elite Ancient of Wind: Wind: Increased damage by ~38%. ([130] -> [160])
  • Night Elf: Chimaera: Increased damage by ~25%. (I: [968-1173] -> [1285-1423])
  • Night Elf: Druid of a Talon: Increased damage by ~16. (I: [355-510] -> [425-580])
  • Night Elf: Glaive Thrower: Increased damage by ~30. (I: [277-370] -> [377-480])
  • Night Elf: Guard: Increased damage by ~17%. (I: [48-58] -> [57-67])
  • Orc: Demolisher: Increased damage by ~40%. (I: [2077-2887] -> [3077-3887])
  • Orc: Headhunter: Increased damage by ~25%. (I: [100-140] -> [130-170])
  • Outlaw: Dragonhawk Rider: Increased damage by ~17. (I: [312-337] -> [364-389])
  • Outlaw: Elite Laughing Sister: Morning Laugh: Increased attack speed bonus by ~33% and duration by ~33%. [(30%)->(40%)][(15)->(20)]
  • Outlaw: Hippogryph Rider: Increased damage by ~13%. (I: [14-19] -> [17-22])
  • Outlaw: Laughing Sister: Increased damage by ~16%. (I: [135-185] -> [163-213])
  • Outlaw: Spirit Walker: Increased damage by ~25%. (I: [645-770] -> [825-950])
  • Shadow: Archer: Increased attack damage by ~15%. (I: [12-15] -> [14-17])
  • Shadow: Darkslayer: Increased damage by ~16%. (I: [72-72] -> [88-88])
  • Shadow: Demon: Increased damage by ~74%. (I: [1002-1326] -> [1865-2189])
  • Tower: Boulder Tower: Increased attack damage by ~25%. (I: [95-145] -> [129-179])
  • Tower: Cold Tower: Increased damage by ~40%. (I: [122-217] -> [192-287])
  • Tower: Guard Tower: Increased damage by ~20%. (I: [21-25] -> [25-29])
  • Tower: Sky-Fury Tower: Increased damage by 18%. (I: [137-188] -> [167-218])
  • Undead: Acolyte: Increased attack damage by ~22%.(I: [21-28]->[27-34])
  • Undead: Necromancer: Raise Dead: Increased damage by ~35%. (I: [37-38] -> [50])



  • Now islands in the mazes will give a bonus 30% attack speed to towers on it.
  • Item: Claws of Attack: Increased cost by 20%.
05/06/2020



  • New Feature: Castle Aegis: "Makes the units which came from the enemy maze, spawn in your maze instead of your base"
  • Challenger: The Treants: Decreased the reward to 30 lumber for each.
  • Added more challengers.
25/05/2020


  • Added a new Tavern of Challenge
  • Now only air towers can attack challengers as well.
  • Moved Altar to middle right( left for team 2 and 4) side of the maze.
  • Game Mode: TM: Now properly mirrors the races.
  • Decreased the forest kill gold bounty by 25%.
  • Decreased heroes' starting attack damage by ~10%
  • Dark Ranger: Shadow: Increased cooldown by ~50%.
  • Naga: Deepsea Lord: Increased cooldown by ~20%.
  • Elemental: Fire Lord: Soul Burn: Increased cooldown by ~50% but the cooldown decreases if used on non-hero.
  • Undead: Dreadlord: Sleep: Increased cooldown by ~40% but the cooldown decreases if used on non-hero.
  • Outlaw: Shadow Hunter: Hex: Increased duration against heroes by 40%.
  • Tower: Peasant: Increased the Basic Abilities' mana cost by ~20% and reduced the towers health by 10%.
  • Murloc: Increased Murlocs' base health regeneration by 100% and increment by ~50%.
  • Item: Tome of Strength, Agility, Intelligence: Increased their cost by ~8-10%
  • Demon: Voidswayer: Influence: Fixed the bug where it had unlimited duration.
  • 21/05/2020
  • This is a beta version; there may be more bugs than usual :)



Join our Discord Server!
Contents

Hero Strife TD v1.33 (Map)

Hero Strife TD v2.4.1 (Map)

Reviews
deepstrasz
Well done map. Like the thread presentation as well. Abilities could use detailed descriptions in the learn menu: Tooltip Tutorial Creating Good Descriptions Thinking whether items should require lumber instead of gold. Why don't heroes revive...
Why would you make creeps heroes? They are much higher in resource usage than normal units and lead to more laggs in multiplayer.

Wave creeps? Only 10th, 20th and 30th waves are heroes they spawn five times fewer than the normal waves. I didn't experience lag in those waves but I experienced lag on other waves which spawns 40 units.
If you did experience lag in the hero waves do you mind if I ask you how many people were playing and how many bosses did they leak?
 
Level 3
Joined
Oct 8, 2019
Messages
22
Hey I was wondering if you have any idea why the game crash when the game end on your map ?
It is pretty annoying when we plan a remake of the game and everyone has to kill the game relaunch and relog to battlenet
 
Yea I have no idea. If I were to go out on a limb, I would say that it may be caused by memory cleaning or some sort._.
Actually it doesn't necessarily crash, you just have to wait depending on your game duration (With longer game duration it is much faster to restart it than wait for it, though ^^).

I am annoyed by this situation also. I think I've seen this happening for another game too.

Edit: I've asked around and they've basically told me it was caused by Garbage collection. Maybe the later patches will improve the collection system so we don't have to wait/restart
 
Last edited:
Level 1
Joined
Dec 26, 2019
Messages
1
Hi i really like your map, and its by far the map i play most in wc3.

i've encountered some bugs i thougt i would tell u about, in case u didnt already know about them :)

1. The reroll in -ah mode:
the reroll you have before u place any towers is says 50g in the tooltip, but its 60g when u buy it.

the reroll u have after u place towers take all ur gold and lumber, and not just the amount it says it cost.

2. the highguard sharpshooter quarters, keeps running to the cornor of the td. so they hide there and do not hit creeps next round. hold position and patroll dont fix this problem.

i think its cause if the archers are focusing a creep that walks out of the td (aka u leak them) it tries to folow them and therefore goes to the cornor of the td. many people dont even realise that they are gone.

your map is really nice and i hope the playerbase will continue to grow.
 
Hi i really like your map, and its by far the map i play most in wc3.

i've encountered some bugs i thougt i would tell u about, in case u didnt already know about them :)

1. The reroll in -ah mode:
the reroll you have before u place any towers is says 50g in the tooltip, but its 60g when u buy it.

the reroll u have after u place towers take all ur gold and lumber, and not just the amount it says it cost.

2. the highguard sharpshooter quarters, keeps running to the cornor of the td. so they hide there and do not hit creeps next round. hold position and patroll dont fix this problem.

i think its cause if the archers are focusing a creep that walks out of the td (aka u leak them) it tries to folow them and therefore goes to the cornor of the td. many people dont even realise that they are gone.

your map is really nice and i hope the playerbase will continue to grow.

thank you for your feedback ^^
1. fixed
2. partly fixed
 
Level 3
Joined
Oct 8, 2019
Messages
22
Hey Avatars Lord

Something need to be done with the armor that the giant hero can get.
Just went through a game against 2 giants where we were ahead the whole game, at some point with dreadlord i had twice more levels (27 vs 14 sth like that) than a giant and could not even damage him in the forest.
Ultimately they were overrun on infinite wave but were not able to die so my team lost. Sending zergling and ogre managed to lower their hp but these units were easily killed
They stacked armor until 3500+ and stayed up all fight...
 
Hey Avatars Lord

Something need to be done with the armor that the giant hero can get.
Just went through a game against 2 giants where we were ahead the whole game, at some point with dreadlord i had twice more levels (27 vs 14 sth like that) than a giant and could not even damage him in the forest.
Ultimately they were overrun on infinite wave but were not able to die so my team lost. Sending zergling and ogre managed to lower their hp but these units were easily killed
They stacked armor until 3500+ and stayed up all fight...

3500+ armor?! epic

changed the infinite wave to something more epic (couldn't test it cuz nobody lasted that long:( ) and also changed his ability to an active armor bonus.
 
Level 4
Joined
Sep 25, 2009
Messages
84
This is the most ill-conceived TD I've ever played. The entire fountain of mana/wood mechanic adds extra AP for no good reason. And I may be biased, but the High Guard race is so poorly made that I am surprised this game ever got improved. Most of the spells on the multiple heroes don't work. It isn't readily apparent that you can't train multiple units from a building (who reads the passive of a building before doing stuff? No one). No easy way to select the heroes.

Its like whoever made this race was having an on-going heart attack while developing it. I've been playing TDs since 2004, and this one has the worst ratio of effort to quality I've ever seen. It's like you took the worst part of every previous head to head TD, added countless glitches and abilities that don't work, added more ARTIFICIAL APM, and then slapped some more unbalance on top of that.

PM if you want more constructive feed back. This has the foundation for a great game, but there are just so many poorly conceived features that could be EASILY fixed/changed. And I know TDs are an inherently flawed/hard to make genre. Because they are usually too hard to balance right than other genres. Just dont' add more unnecessary archaic mechanics.
 
This is the most ill-conceived TD I've ever played. The entire fountain of mana/wood mechanic adds extra AP for no good reason. And I may be biased, but the High Guard race is so poorly made that I am surprised this game ever got improved. Most of the spells on the multiple heroes don't work. It isn't readily apparent that you can't train multiple units from a building (who reads the passive of a building before doing stuff? No one). No easy way to select the heroes.

Its like whoever made this race was having an on-going heart attack while developing it. I've been playing TDs since 2004, and this one has the worst ratio of effort to quality I've ever seen. It's like you took the worst part of every previous head to head TD, added countless glitches and abilities that don't work, added more ARTIFICIAL APM, and then slapped some more unbalance on top of that.

PM if you want more constructive feed back. This has the foundation for a great game, but there are just so many poorly conceived features that could be EASILY fixed/changed. And I know TDs are an inherently flawed/hard to make genre. Because they are usually too hard to balance right than other genres. Just dont' add more unnecessary archaic mechanics.

If you don't want to manual harvest, you can press one button that will do the harvesting for you. It is the second ability that has the name "Automatic Harvest". I am going to change it on at the start so people wouldn't waste time pressing that button.
What do you mean it doesn't work? They are derived from standard abilities. Which one do you think that doesn't work?
Warcraft has a way to group certain units in a number from the keyboard. Choose the units then control + X to assign the units to a number where you can easily press.
Can you please be specific about a glitch so it can be fixed?

Thanks for your constructivism.
 
Level 6
Joined
Sep 18, 2017
Messages
76
This is the most ill-conceived TD I've ever played. The entire fountain of mana/wood mechanic adds extra AP for no good reason. And I may be biased, but the High Guard race is so poorly made that I am surprised this game ever got improved. Most of the spells on the multiple heroes don't work. It isn't readily apparent that you can't train multiple units from a building (who reads the passive of a building before doing stuff? No one). No easy way to select the heroes.

Its like whoever made this race was having an on-going heart attack while developing it. I've been playing TDs since 2004, and this one has the worst ratio of effort to quality I've ever seen. It's like you took the worst part of every previous head to head TD, added countless glitches and abilities that don't work, added more ARTIFICIAL APM, and then slapped some more unbalance on top of that.

PM if you want more constructive feed back. This has the foundation for a great game, but there are just so many poorly conceived features that could be EASILY fixed/changed. And I know TDs are an inherently flawed/hard to make genre. Because they are usually too hard to balance right than other genres. Just dont' add more unnecessary archaic mechanics.

I'm actually the one who hosted that game. To be fair, you picked a race marked "hard" then "didn't want to read." Is it possible you can revisit your rating, upon reflection?

For my part, I quite enjoyed the map, and saw a lot of mechanics that were elaborations of basic TD War tropes (using lumber to send creeps to raise income). However, when I started it, I was kind of hoping I could mix and match a hero with a tower builder, and perhaps that there would be more customizable racial "sends." Just my agenda! It's a well made map regardless, in my opinion.
 
I'm actually the one who hosted that game. To be fair, you picked a race marked "hard" then "didn't want to read." Is it possible you can revisit your rating, upon reflection?

For my part, I quite enjoyed the map, and saw a lot of mechanics that were elaborations of basic TD War tropes (using lumber to send creeps to raise income). However, when I started it, I was kind of hoping I could mix and match a hero with a tower builder, and perhaps that there would be more customizable racial "sends." Just my agenda! It's a well made map regardless, in my opinion.

It is actually marked "Very Hard" and so is the Warrior race. They are not necessarily "very hard" but the players need to have experience in the game before playing them.

Do you mean that you could choose your race and hero independently of the race? It can be added as a game mode.
At first, I was going to make a special camp for each race, then I gave up on that idea. Maybe it can be picked up.

Thank you for your input, I appreciate it ^^
 
Level 2
Joined
Oct 5, 2013
Messages
9
This is the most ill-conceived TD I've ever played. The entire fountain of mana/wood mechanic adds extra AP for no good reason. And I may be biased, but the High Guard race is so poorly made that I am surprised this game ever got improved. Most of the spells on the multiple heroes don't work. It isn't readily apparent that you can't train multiple units from a building (who reads the passive of a building before doing stuff? No one). No easy way to select the heroes.

Its like whoever made this race was having an on-going heart attack while developing it. I've been playing TDs since 2004, and this one has the worst ratio of effort to quality I've ever seen. It's like you took the worst part of every previous head to head TD, added countless glitches and abilities that don't work, added more ARTIFICIAL APM, and then slapped some more unbalance on top of that.

PM if you want more constructive feed back. This has the foundation for a great game, but there are just so many poorly conceived features that could be EASILY fixed/changed. And I know TDs are an inherently flawed/hard to make genre. Because they are usually too hard to balance right than other genres. Just dont' add more unnecessary archaic mechanics.

Your whole post with "constructive criticism" is flawed in literally every corner.
Do you expect creators to dumb down their games just because YOU are too lazy to read descriptions?

It serves you right when you fail just because you don't like reading important tooltips or hints.
All you do is imply that those are "stupid and unnecessary" mechanics but I'm going to tell you the truth: you're just some unskilled player who's blaming the game because you can't comprehend what's going on.

For example; you can just bind unit and structure groups to hotkeys (e.g. heroes binded to 1, fountain of mana binded to 2, creep camps binded to 3-6).
I don't see the issue how it's difficult to micro a mana fountain and 3 heroes at the same time...

Well now let's talk about the high guard race that you think is so "poorly made and bugged"...

First of all, what abilities of the high guard heroes "don't work"?
If you're talking about the priest's holy rain then I must disappoint you because it's literally flame strike which means it has a casting time. You cancel it while casting? Too bad, nothing will happen and you just wasted your mana.
This doesn't mean that the ability is "bugged and doesn't work".

Now let's get to the second point and take a look at the high guard heroes:
The Footman hero has a decent endurance aura and he can tank early waves + melee waves pretty fine by default.
He doesn't require many levels in order to take a punch and makes him a valuable hero for quick respawning and halting if you're struggling with a wave.
The Sharpshooter is the best DPS hero you can have in the game. He can gain insane attack range and rate as well as an ability that gives him decent bonus damage while being stationary. Additionally, he basically has stormbolt which is very useful against enemy heroes when you combine it with the priest's polymorph ability. This ability combo will make you very deadly for other players in an 1v1 encounter. Buying him bonus agility tomes and a mask of death later on; he becomes almost immortal against normal (especially ranged) waves with the massive armor and lifesteal he receives while melting enemy players.
The Priest is the best healer hero you can have in the game and is recommended as primary hero to level up if you have team mates. His healing wave is very powerful when leveled and will keep your heroes alive for years, especially if you buy him some bonus mana with intelligence tomes. His holy rain ability (which is flame strike) will melt most enemy waves (if leveled high enough + spell rings) with just 1 or 2 casts, especially air waves because they are often all cluttered into one position. Now to his polymorph, it can be useful to disable single enemies during boss waves but it is also very useful against enemy players as mentioned before. Combine it with the sharpshooter's stun ability and you will kill any enemy player before he can even do anything against you.

Once the three heroes (especially Sharpshooter and Priest) are buffed up enough you will not only dominate any wave (including yours and other player's leaks) but you will also dominate the forest:
You will kill any forest unit within a second and additionally to that; you will almost immediately kill enemy players before they can even farm any gold or experience and you'll become their dreaded nemesis.
In other words; those heroes are unstoppable IF you can play and micro them properly and this is where you fail at. You can't use them due to your lack of skill and that's why you think they are bad.

I've played enough games to proof that they're the strongest race "hero" in the game who are limited by the high multitasking skills they require which leads to "high risk, high reward".
If you don't believe me then I'll just post the replay next time I play with those heroes.

My conclusion: Your review is not from an objective point of view and is solely based off your skill gap, playstyle and opinions which makes it subjective.
Hamsamwich said:
It isn't readily apparent that you can't train multiple units from a building (who reads the passive of a building before doing stuff? No one)
This is literally like saying
I'll just sign this contract without reading it because the product looks like it will do what I want from it even if there may be fine prints with hidden traps saying that I'll have to pay triple the amount for it in the long run because of x reason.
In order to write constructive criticism you need to be able to forget about your subjective opinions and analyse if it has any potential in an objective way.
I didn't like the high guard heroes either when I played them for the first time but I knew they had potential after I looked at their abilities and saw how powerful those could become because they sounded good on paper.
Hamsamwich said:
PM if you want more constructive feed back.
I don't think that @Avatars Lord needs any more of your "constructive criticism" because it's anything but "constructive criticism".

This is all I wanted to say on this matter, thought I'd give my own opinion.

Have a good day.
 
Level 6
Joined
Sep 18, 2017
Messages
76
Do you mean that you could choose your race and hero independently of the race? It can be added as a game mode.
At first, I was going to make a special camp for each race, then I gave up on that idea. Maybe it can be picked up.

Yeah, my ideal would be you choose a hero type, a builder type, and a creep send "race" all independently - that way you could create a custom strategy. BUT there's definitely an argument for being limited by your builder choice to certain heroes. A special camp for each race sounds great, and is what I meant. If it can be chosen independently of your tower builder, then you also don't have to worry as much about balancing (since anyone can pick it) although you'd obviously want them all to be balanced.
 
Level 4
Joined
Sep 25, 2009
Messages
84
Yeah I must apologize, I was too drunk that night (but that isn't an excuse), and had played 2 (actually awful) games before hand, so i was in a negative mood. And then was triggered by my unit disappearing when I trained a second (cheaper) one.
 
Yeah, my ideal would be you choose a hero type, a builder type, and a creep send "race" all independently - that way you could create a custom strategy. BUT there's definitely an argument for being limited by your builder choice to certain heroes. A special camp for each race sounds great, and is what I meant. If it can be chosen independently of your tower builder, then you also don't have to worry as much about balancing (since anyone can pick it) although you'd obviously want them all to be balanced.

I added that game mode "-af" ^^. TBH race special creeps seem too much time consuming since we have 16 races now. If I were to add it, each race would probably have 3-4 units to send.

Yeah I must apologize, I was too drunk that night (but that isn't an excuse), and had played 2 (actually awful) games before hand, so i was in a negative mood. And then was triggered by my unit disappearing when I trained a second (cheaper) one.

Apology accepted :) I hope you have better and fun games
 
Top