- Joined
- Aug 8, 2011
- Messages
- 25
Been busy, and can't find any motivation to sit down for next version yet... but I will start working on ideas/detail now. :
Phase 1 (beta 1): end of Dec or early Jan
- Wave 30-35
- Tier 7 (can upgrade to many difference aura, can upgrade one per Master of <race> title)
- Start with 500 gold (so player can testing title system and 30-35
Phase 2:
- change back to 300 gold
- new race
Phase 3:
- minor changes eg: possible ideas: 3rd upgrade for tier 1, new mode ( too early for detail)
Possible time for final release: end of Jan
more lvls are definitely good news, but i wish you'd adjust the game in a manner that we could reach them more often.
on 3.3 a lot of games ended at lvl 13 if you had a decent team, as i complained during the wave of betas about that being too hard with a pudge, a furbolg and a commander for each player.
now they end at lvl 17, but the best way to screw up someone's game is more recently massing militia at boss lvls + shamans and demons/krakens. only a big overvalue at lvl 20 can be able to hold all that insanity.
so here are a few requests:
-restrict the barracks for boss lvls, so mass militia won't be possible anymore and only a set amount of wood can be used to summon. ive seen people holding wood from lvl 10 to 20 then just retarding the game. they want to win so bad, they dont enjoy thinking every round about defending and well...just playing the game.
-it would be a great thing if you could go back to the pathing from 3.4, it was so much more income friendly and it wouldnt screw up the master title (50 income minimum and 2000 value after 10, for example) cause if you income too much you wont hit the necessary value hence not get the title, and im sure a lot of ppl will aim for it. i know i will ^^
-reworking the arenas would also be good, if you have one leaver on lvl 10, the turtle will probably win the fight for the team, good players go for piercing units for the bosses and you need magic for the turtle. the nightsabers, disciple, machine turrents (though they should be called turrets) and all other little guys with piercing attacks are powerless in front of the turtle, so its still unbalanced. whereas at the next arena they are all crammed up and 3 turtles rarely make the difference then. and its also a matter of the units spawn in the arena (the forbidden trees are often behind the whole lot of units and die last instead of being in the front and making their ability worthwhile).
-i was also thinking that you could change the time before each round starts. like from lvls 1 through 10 make it 20-30 seconds and have it increase as you advance in lvls, but im sure that would be too much, because youd have to rethink the entire income system. im trying to figure out a way to get through the game faster and enjoy the last lvls more than trying to end the game before or at lvl 20. if any of you guys have any suggestions with that, itd be great
-a new race is always welcomed, undead was a bit of a disappointment, i dont like dragon based races anyway and i still havent found a good build for it to help me research from lvl 11 onwards without leaking. give it some decent auras too, the troll of speed, telescope and frost auras really do make a difference in the game. undead's pudge pretty much sucks
-id love a new wave of beta versions and us commenting here about bugs and changes, even if i heard a lot of people complaining about them being too many...im sure that if there had been only one or two betas released, 3.4 and 3.41 wouldntve been as good as they are now
sorry to hear youre lacking motivation, huan, legion td is a great game and youve made it be this way, i do hope youll keep improving it with time and don't give up on it any time soon ^^
thats about it for now, happy holidays to you and the rest of the players from here!