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[Defense / Survival] The Wailing Dungeon - 4P Random Generated Dungeon Map

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4P Random Generated Dungeon Map

The Wailing Dungeon

Faestus said:
Description
Explore the Demonic Dungeon named The Wailing Dungeon because of the demmonic screams that come from within. The map sets the players in a Dungeon and establishes a random generated route. In every room the player has to fight waves of random monsters with unique abilities. The monsters get stronger the higher the hero level and the final wave will always spawn Champion Monsters, with different abilities.
Features[r]-9 Different Environments
-Entirely Random Path
-Random Monsters encountered in every room!
-Currently has 110 Monsters to encounter!
-9 Unique Hero Classes
-30 different items to equip your heroes with!
-4 Bosses encounters with 12 Unique Bosses!
-Call in battle 11 different mercenaries to help you!

Screenshots[r]
119755d1353680482-need-beta-testers-wailing-dungeon-1.jpg

119758d1353681442-need-beta-testers-wailing-dungeon-3.jpg

119759d1353681442-need-beta-testers-wailing-dungeon-4.jpg

119760d1353681442-need-beta-testers-wailing-dungeon-5.jpg

119761d1353681442-need-beta-testers-wailing-dungeon-6.jpg


Content



Living amongst wildlife, the Shapeshifter developed taming skills, being able to command even the fiercest beast . Summoned beasts will not only fight your enemies, but also increase the Shapeshifter's strength.
  • Quill Burst - Strikes the nearby enemies behind the Beastmaster with quills. If he has the Taming ability, he will summon a Quillbeast that enchances nearby allied heroes' attackspeed and movement speed.
  • Charge - Charges forward, knocking enemy units and dealing damage to them. During the charge the Beastmaster moves at max speed and gains bonus armor. If he has the Taming ability, he will summon a boar to double his armor boost.
  • Taming - The Shapeshifter's spells summon a beast whenever they are cast.
  • Summon Roc - Summons an almighty Roc to strike nearby enemies.

The Summoner exceeds at laying waste over large areas. Her damage spells cover huge areas and deal a lot of damage. She can invoke a lot of demons that can also increase the damage of her AoE spells.
  • Explosions - Creates molten magma balls randomly in the target AoE that explode after 5 seconds.
  • Tongue of Flame - Creates a line of explosions towards the target point.
  • Phase Shifter - Summons a Phase Shifter at the target location. The Phase Shifter is immune to damage, but each attack has a chance to rend it's presence, banishing it and causing it to explode violently.
  • Portal of Damnation - Opens a portal that constantly summons Spawns of Doom. Spawns of Doom are invulnerable but die once the portal is closed.

The Conduit relies on her bow to deal most of the damage. She will be constantly switching forms in battle, from Darkness to Light. Switching to her darkness form grants her a big speed boosts, but she cannot retain it to long because she degenerates health every second.
  • Light/Darkness Form - The Conduit will switch to Darkness Form after 45 seconds, degenerating life but gaining faster attack speed, movement speed, and stronger abilities.
  • Will-O-Wisp - Creates a Wisp that detonates at the target area, healing all allied units it touches. If in Dark From, it deals more damage but it doesn't heal
  • Life Gift - The Conduit infuses herself and the target ally with healing energies. Her and the target ally get healed and invigorated.
  • Life Steal - Damages the target unit. If the unit has less health than the trespass damage, the unit gets killed, granting the conduit bonus movement speed and attack speed.
  • Alternate - The Conduit changes to Darkness Form, gaining faster attack speed, movement speed, and stronger abilities. However, instead of using mana, her abilities use health and she gains mana for every kill.
  • Healing Aura - The Conduit heals nearby units with it' attacks.Costs 50% of the current Mana.
  • Death Pact - The Conduit sacrifices 50% of her current health to gain a 100% lifesteal boost for a 10 Seconds.
The Technomancer does not do much of the fighting himself, but rather hides behind advanced technology and heavy machineries. He uses advanced gadgets and intelligent robots to do his work, but he sometimes does the work himself using his Mobile Fortress.
  • Mobile Fortress - Mounts the Technomancer into his Mobile Fortress, disabling his mana and his robots, but enabling him to attack.
  • Technomastery - The Technomancer increases the efficency of his robots by upgrading their abilities. Additionaly, the Technomancer gains the Gear Shield ability.
  • Gear Shield - Surrounds the target unit in protective gears, blocking a fixed amount of damage.
  • Mounted Mortar - The Technomancer activates his Mounted Mortar, firing 3 shots at the target location.
  • L.A.S.E.R - The Technomancer shoots an amplified radiation beam at the target unit, damaging it every second but draining mana from the Technomancer.
  • Automatoy - The Technomancer is accompanied by a robot with the Detonate, Landmines and Engine Overload abilities
  • Assistance Bot - The Technomancer is accompanied by a robot with the Nanobots, Magnetic Pulse and Reforge abilities


The Soul Gambler would risk his soul even for the slight chance to kill his enemy. Literary. Most of his abilities rely on random chance. There's a chance they might instantly kill your enemy but there's a equal chance they'll do the exact opposite.
  • Dragon's Roulette - Creates a Roulette that spins at a random angle. Once it stops, the roulete shoots a cone of fire over the area.
  • Flip a Coin - The Gambler tosses a coin at the target enemy. If it's Head, it damages the enemy and heals the Gambler. However, if it's tails, the enemy takes half the damage.
  • Soul Bet - The Gambler bets his soul on the target, sacrificing 25% of his current mana. If the target unit is killed by the Gambler, he gets 50% of his missing mana back.
  • All In - The Soul Gambler sacrifices all his mana, dealing damage to all nearby units equal to his mana, divided by the number of units.

The Dream Weaver exceeds at puting enemies asleep... And feeding of their nightmares. The Dream weaver deals most damage by waking up sleeping enemies or by exploiting their mind. He enters their mind and damages their sanity, making them pass out or even go crazy.
  • Sleep Paralysis - Puts a target enemy unit to sleep. If it's attacks wake up the sleeping unit, it takes extra damage.
  • Expose Fear - Attacks the enemy through his mind. If it is asleep, it will take double damage and fall back asleep later.
  • Hypnos' Dream World - Hypnos invades the mind of an enemy. While channeling, the enemy will be trapped in the Dream World and take damage at the end of the channel. If the Sleeper or Hypnos is disturbed the channel will end.|n|nDamage: 50 (+50/Level) per second of channel.|nCooldown: 10 Seconds
  • Animate Nightmare - Exploits the fear of the target sleeping enemy. It's nightmare materializes them into a powerful demon that attacks nearby enemy units. The Demon cannot be controlled or attacked and if the Sleeper awakes.


There is no dwarf that is not a warrior, that's for sure. However, the Alemaster not only exceeds at fighting the enemies, he can quicly brew ales in battle and drink them for himself. They also make foes dizzy instant, which makes them more useful.
  • Drench - Drenches an unit in alcohol, applying the effects of the ingredients he mixed.
  • Dragon Fruit - After being drunk by the Alemaster, the Dragonfruit Ale will bestow him to breathe fire over units in front of him. When spilled on an enemy, it will catch into flames, damaging nearby enemies.
  • Giant's Vine - When drunk by the Alemaster, his next punch will deal bonus damage and stun an enemy unit. Otherwise it will make the drinker dizzy and unable to use ranged attacks.
  • Nimbleroot - The beer made from this root has speed enchanting properties. However, if anyone but a dwarf drinks it it will have opposite effect.
  • Rune Vortex - Using the little Rune Magic he knows, the Dwarf Alemaster can create a vortex of energies that damage and slow nearby units and heal him afterwards for some of the damage dealt.


Wielding a feather from each of the 13 Bird Kings, Avian acquired dominion over every feathered creature. His abilities command his flying companions against his enemies.
  • Lightning Familiar - Summons a Lightning Hawk that will accompany Avian permanently. The Lightning Hawk cannot be directly controlled and attacks the same units Avian attacks. When it attacks, it has a chance to strike multiple targets with Lightning.
  • Overpower - Overpowers the Lightning Hawk. It's next attack will lift the target in the air for two seconds and deal extra damage.
  • Carrion Flock - Creates a Flock of Carrion Birds at the target point. The Flock can be directly controlled.
  • Flight of the Phoenix - Transforms the Lightning Hawk into a Phoenix. The Phoenix will move towards the location and damage anyone close to it.
  • Harmony - For a short duration, Avian is immune to any damage.


After years of practicing the Arts of Manipulating his own Shadow, the Shadow Thief was the one who rediscover the ancient technique of stealing shadows. He relies on disabling single enemy targets using his abilities, who's effect is further increased by his shadow.
  • Shade Dagger - Hurls a dagger at the target enemy, dealing damage and reducing armor. The Shadow may also cast a spell that deals damage and stuns.
  • Darkness Meld - His shadow disolves and travels towards the target, leaving darkness in it's wake. Enemies that walk into the darkness have their Shadow stolen to fight for the Shadow Thief.
  • Incapacitate - Whenever the Shadow Thief steps on an enemy's shadow it incapacitate it. The Shadow Thief makes use of this ability in battle. Aditionally, the Shadow can strike the foe with it's blace, doubling the effect.
  • Shadow Form - The Shadow Thief assumes a Shadow Form. During this form, his attacks recover a part of his total mana and his spells heal him for half of the mana cost.


  1. Normal Mode - The heroes will encounter 4 random monsters each room and encounter random bosses.
  2. Random Mode - Instead of spawning same monsters in each room, every wave spawns different monsters
  3. Endless Mode - The end boss doesn't spawn and the game goes for ever and ever and ever...
  4. Boss Battles - No monsters spawn. Players fight bosses one by one in a specific order and level up automatically
  5. Reverse Mode - The heroes and mercenaries are controlled by Artificial Intelligence and the players are given monster portals. To aquire victory, all Ai units must be slain.


*Added Bonus Rooms
*Few Bug Fixes


Summoner
*Fixed ballance
Hypnos
*Fixed some bugs with Dream World
*Dream Bolt now has a 200 AoE upon impact.
Soul Gambler
*Reworked as Intelligence Hero
*Flip a Coin now targets a point
*Dragons Roulette available at level 1
*New Ultimate: All In
Beastmaster
*Quill Burst no longer has a damage limit
*Fixed Charge leaving units in the air
*Fixed Charge disabling the Beastmaster's or other units collision
*Fixed Roc not descending properly
Gremlin
*Reworked as Technomancer
*Is now accompanied by two robots
*First skill, now Technomastery, increases the Robot efficiency and when cast creates a shield on a allied unit.
*Robo-Gremlin disables the robots, no longer grants strength bonus and has been renamed to Mobile Fortress
*Gains Bombard as a 3rd Skill
*Gains LASER as 4th skill
Dwarf Alemaster
*Knockback should now also knock enemies into the air
Lord of the Skies
*Reworked as Agility Hero
*Nevermore is no longer channeled
Shadow Thief
*Increased radius of his Steal Shadow

Extra
-You might get ambushed by monsters now.
-Locust Veil works differently now.


Fixed a bug where Beastmaster was Level 6
Armor Aura (Boar) now correctly states it affects all allied heroes.
Quill Beast now has the Frenzy and Quill Burst abilities
Shadow Theft ability reworked

Summoner
*Explosions can now be selected; They charge to a certain point, then explode.
*Tongues of Flames has a specific path
Lord of the Skies
*His Lightning Familiar ability reworked; He only has one familiar now; He can command it to lift someone in the sky with the Overpower ability
*Carrion swarm renamed to Nevermore
*His 3rd ability turns his familiar into a phoenix, roasting everything that comes too near
Hypnos
*His first skill has been reworked; it is now a skillshot nuke
*His 3rd skill is now a channel
Beastmaster
*Quill Burst now strikes enemies behind the beastmaster
*Roar reworked into Charge, which stuns and damages enemies
*Flight of the Phoenix reworked into Summon Roc; it now summons an uncontrollable bird summon.
Alemaster
*Brews mixed with Giant's Vine bestow the Alemaster to knock back enemies.
Soul Gambler
*Infused Shot is now a skillshot nuke.

-Fixed some issues with the Dwarf Alemaster and added him a new ultimate

-Added 3 new heroes
-Fixed Combat not working
-Reduced starting hero stats by 5

-The Shop has a new section, Upgrades
-Players will now randomly encounter devices that activate upon being attacked
-Fixed Gremlin Mines, now they should work properly
-Banshee has been altered
-Broodmother has been altered
-Undead army replaced with Marabunta Colony, and fixed it from not spawning properly.
-More Tooltip Fixes

-Added 2 new bosses
-Fixed tooltips of all creeps and their abilities
-Altered the names of few monsters
-New game mode, Random Mode
-New Game Mode, Endless Mode
-Camera now covers the next room when all monsters are defeated

-Lvl 1 monsters now have an ability
-Added help system
-Camera is now locked for each region.
-New test mode: Reverse Mode*
*Tooltips might be missing or misleading.
-Rebalanced Bosses
-New bosses have been added (to replace older ones)
-You can now access the Boss Fight Mode by typing "-Boss" before hero selection. In boss mode you will fight the bosses one by one.

-Every 2 rooms will drop rune of Mana instead of Rune of Restoration.
-Fixed some bugs with certain abilities
-Robo-Gremlin ability now drains all mana, but gets it back when he transforms
-The Sandman now grants armor to the units it protects and it's master
-Doubled the HP and damage of bosses.

-Abilities have been redone: Primary and secondary available at Lvl 1, third requires Lvl 6, fourth Level 21.
-Most of the Conduit's abilities have been redone
-Rune should now spawn every 2 rooms
-Some monsters have stronger abilities now
-Mercenaries have been reballanced

-Increased the damage of all monsters
-Changed Weaver' Sandman and Summoner's Banish abilities
-Attribute Bonus now grants double
-Made some ballance changes
-Re-updated the tooltips

-Added a difficulty setting
-Added New Hero: The Dream Weaver
-Added New Hero: The Soul Gambler
-Hero Abilities now require 5 levels, down from 3
-Most hero abilities have their costs greatly increased
-Bosses have double health and armor

Fixed Bosses not properly spawning
Items have been redesigned

Map Should now support 1 up to 4 players.
Shops now provide line of sight to the players
Balance Changes
-Rune of Restoration now restores all units at full health
-Reduced the cost of Tier 2 and 3 Mercenaries
-Tweaked the stats recieved from Agility, Intelligence and Strength
-Tinker's Main Attribute now Strength

Fixed Texts filling up the screen
Added Reset Function
Select Hero range increased
Tweaked the stats of heroes and all units, including bosses
Fixed Summoned Units giving gold drops
Increased overall difficulty


Tweaked Wyrm Boss (Should spawn with two carcasses, instead of passively creating them)
Tweaked Vulkan Boss (His Tentacle Shield should properly work now)
Tweaked Gold Drops (Every 4th monster now drops a chest worth of 60 gold)
Fixed Gremlin's Mines not engaging
Boss should now properly spawn


*Beta Testers*
-TwoVenomous-
-Legendary-
Release

On the Hive
 
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sentrywiz

S

sentrywiz

Sounds fun. Sounds random. Just what a lan party needs, good fun random map.

Question #1 - What's the camera like? Is it close by third-person, first-person, custom or the normal warcraft cam?

Question #2 - Do the heroes strive to gather loot, items of some sort or just want to escape/clean the dungeon?
 

Deleted member 177737

D

Deleted member 177737

I'm somewhat interested by the random dungeon feature you mentioned, I've seen one or two proto-types of systems like that in the past but I don't remember any game actually having one work.

Just in case you need a few suggestions for it, and these are only if it's not already finished, would be to have an integer variable that sets itself to a number (say 1-5) and then that would be the path to use. After that you'd have a lot of array variables to dictate where doodads and pathing blockers would go; there would be say 5 pre-set paths that could be generated.
Well, that probably didn't help at all but it's how I'd do it even though it would be a LOT of work.
 
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Mine will follow a approach similar to the binding of Isaac; It will have rooms. The player will wander through different rooms and fight monsters. The main purpose won't be to open doors and stuff, but to fight monsters.

@sentrywiz: #1 Camera will be like in normal WC3 maps so you can command your mercenaries properly. #2 Pretty much both.
 
Level 23
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Did a quick play through until about level 15, monsters stopped spawning fter that.

A few things to note.
- Gold Coins use a chest model while lumber uses the gold coin model, felt awkward.

- Theres very little to actually play, I played it solo and had plenty of time to micro all 4 heroes. If it was in a multiplayer setting, the amount of "action" each plyers puts into each hero would be even less.

- There is essentially no builds for each hero since you have only 1 skill choice at level 1.

- Most hero abilties are not worth using, besides summoner's explosion skill I found it more effective to add stats and auto hit my way through things. Ill go more in depth with each ability further down.

Shapeshifter
Quill Shot wasnt really worth using, it hardly had any effect damage wise, And since it has no oher side effect, there is no tactical reason to use this skill at all.
Roar was the only skill worth actually activating on this hero, although Im quite sure that I would have done fine even if I never used it.
The Boar summon when used with Taming had no noticeable effect on the game. It probabbly died before I noticed.

Summoner
Her explosion skill was the only ability in the entire game I found it worth microing. It had good damage for wiping out clustered enemies and thanks to its delayed effect, had strategy involved. The rest of her skills however seemed much more useless.
The Dream Shifter explodes near instanly most of th time and for damage nowhere near that of explosions. Its auto attack damage its also not noticeable.
Personally I would redesign this skill entirely and give it an actual purpose. Currently its confusing if you want the summon to explode or if you want it to live and hit things, althought due to how weak it is, It makes little difference.
Her third skill also seems to be bugged, it cause a small explosion at melee range but no line effect as the tooltip states. The hero was also left channeling aimlessly for a few seconds after.

Gremlin
The biggest issue with this character is that Robot Form is not worth turning off. I personally never had any mana problems leaving robot form on at all times, the trade off isnt worth turning robot form off at all.
Land Mines were some what usefull, although Summoners explosion did almost the same thing but stronger.
Pocket Robots died near instantly and had no little effect in battle.

Conduit
Her Will O Wisp skill was intresting except that most rounds never lasted long enough that the other heroes never needed any healing. The rest of her kit is very auto attacky and I felt she was the least worth microing of all the heroes. I like the idea synergy between her passive and her ultimate skill, although I never made it far enough to add it.

I guess the same point can be made for all the other heroes.
- They take too many levels to develop a distinct playstyle
- Abilities are very weak especially the first rank.
 
Level 7
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Did a quick play through until about level 15, monsters stopped spawning fter that.

A few things to note.
- Gold Coins use a chest model while lumber uses the gold coin model, felt awkward.

- Theres very little to actually play, I played it solo and had plenty of time to micro all 4 heroes. If it was in a multiplayer setting, the amount of "action" each plyers puts into each hero would be even less.

- There is essentially no builds for each hero since you have only 1 skill choice at level 1.

- Most hero abilties are not worth using, besides summoner's explosion skill I found it more effective to add stats and auto hit my way through things. Ill go more in depth with each ability further down.

Shapeshifter
Quill Shot wasnt really worth using, it hardly had any effect damage wise, And since it has no oher side effect, there is no tactical reason to use this skill at all.
Roar was the only skill worth actually activating on this hero, although Im quite sure that I would have done fine even if I never used it.
The Boar summon when used with Taming had no noticeable effect on the game. It probabbly died before I noticed.

Summoner
Her explosion skill was the only ability in the entire game I found it worth microing. It had good damage for wiping out clustered enemies and thanks to its delayed effect, had strategy involved. The rest of her skills however seemed much more useless.
The Dream Shifter explodes near instanly most of th time and for damage nowhere near that of explosions. Its auto attack damage its also not noticeable.
Personally I would redesign this skill entirely and give it an actual purpose. Currently its confusing if you want the summon to explode or if you want it to live and hit things, althought due to how weak it is, It makes little difference.
Her third skill also seems to be bugged, it cause a small explosion at melee range but no line effect as the tooltip states. The hero was also left channeling aimlessly for a few seconds after.

Gremlin
The biggest issue with this character is that Robot Form is not worth turning off. I personally never had any mana problems leaving robot form on at all times, the trade off isnt worth turning robot form off at all.
Land Mines were some what usefull, although Summoners explosion did almost the same thing but stronger.
Pocket Robots died near instantly and had no little effect in battle.

Conduit
Her Will O Wisp skill was intresting except that most rounds never lasted long enough that the other heroes never needed any healing. The rest of her kit is very auto attacky and I felt she was the least worth microing of all the heroes. I like the idea synergy between her passive and her ultimate skill, although I never made it far enough to add it.

I guess the same point can be made for all the other heroes.
- They take too many levels to develop a distinct playstyle
- Abilities are very weak especially the first rank.
Thank you for your review.

Are you sure monsters stopped spawning? Sometimes it may take a while to spawn because the game still counts dead units as units in the past region and the monsters won't spawn till all bones decay.
 
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Are you sure monsters stopped spawning? Sometimes it may take a while to spawn because the game still counts dead units as units in the past region and the monsters won't spawn till all bones decay.

I cant be 100% sure, but I stood around alot longer than the other levels took to start.
 
Level 23
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Did an attempt with the latest version. And Ill be honest, it was a good round of fun.

Some issues though.
- I felt the micro requirement was just right, and that was with solo mode controlling 4 heroes at once. I havent done multiplayer, but I think you could see the issue with each hero not requiring enough input from the player when each person controls less heroes.

- Conduit however was the only hero I felt was exempted from the above. I congratulate you on making her fun and tactical to use.

- Gremlin has made an about turn balance wise. With mines addable at level one theyre much stronger than robo form. Mines alone can wipeout huge monster packs, and note they also explode instantly when cast. I personally felt my gremlin was the most useful hero at all times.

- I liked the windy dungeons where you could use the terrain to your advantage and cut of and trap melee monsters. However in some tight areas, Shapeshifter constantly gets stuck against his summons.

- There were some tooltip errors, but Ill let them slip since this is only a beta.
 
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Well it would really help if you showed/pm-ed them to me

- Conduit's Famine Wisp says it heals allies on impact although Im very sure it deals damage instead.

- Conduit's Light Form Wisp has a value that says damage, even though I didnt notuce it dealing any damage whatsoever.

- Shapeshifter's Quilspray states its cooldown is 0 seconds, although the learn tooltip definitely says 20.
 
Level 12
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- Conduit's Famine Wisp says it heals allies on impact although Im very sure it deals damage instead.

- Conduit's Light Form Wisp has a value that says damage, even though I didnt notuce it dealing any damage whatsoever.

- Shapeshifter's Quilspray states its cooldown is 0 seconds, although the learn tooltip definitely says 20.

This is indeed very annoying, especially for the Conduit.

I suggest you to make the ability more appealing. by appealing, i mean the output of the special effect. I can rarely see that the abilities are really working since most of abilities just create a small effect which rarely visible. Just pm me if you need help.
 
Level 7
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New update.

This one adds a lot of new content for people to explore.

This is indeed very annoying, especially for the Conduit.

I suggest you to make the ability more appealing. by appealing, i mean the output of the special effect. I can rarely see that the abilities are really working since most of abilities just create a small effect which rarely visible. Just pm me if you need help.

Which abilities are you referring to?
 
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Level 13
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You need to hire Testers you can find many in Battle.net

If only i weren't busy (sigh)

Umm no offence but the game is kinda boring can you make it a little active? atleast try to add some sounds or put Cool Skills (pick a unique skill not the normal ones)
 
Level 13
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I mean unique that can attract a player to play that game like goh the spells where awesome and you got to make it a little challenging or making bonus rounds
 
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Dude Error Please Fix this i need try this By MediaFire "The key you provided for file download was invalid. This is usually caused because the file is no longer stored on MediaFire. This occurs when the file is removed by the originating user or MediaFire.

Still have questions or do you think we've made an mistake? Check our knowledge base for more information or contact us about it."
 
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Yes. That's his shadow.

It will attack the same enemies as him and cast spells whenever you do. The shadow spells have longer Cooldown though.

I really have to write a better description of these things...
 
Level 13
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Yes. That's his shadow.

It will attack the same enemies as him and cast spells whenever you do. The shadow spells have longer Cooldown though.

I really have to write a better description of these things...

i got the dagger spell and i got the shadow too? Thats Epic! lawl :grin:
 
Level 23
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How do I put this right.
Since I last played there were a few heroes added, nice I must say.

But before you go on adding more content Id like you to stop, take a look at what you have and make it good.

Minor Complaints
- When you repick, you should get your skill points refunded.



General

There is one very major trend in this game, AOE rules. Gremlin, Summoner, Conduit and Shapeshifter are like the defacto picks I take to clear this game.

Its not that theyre too strong, infact theyre just strong enough to make the game challenging yet doable. (I like how they are balanced tbh.)

Its that everything else is way too weak, weak enough that a team composed of anythin else pretty much struggles to clear even the first room on normal difficulty.

The thing is that the rooms consist of hordes upon hordes of weak monsters. Combine that with high cooldowns, most single target skills are barely worth using.
If I were you Id mix up the monsters a little, have a few large monsters that are worth focus firing/debuffing and keep a few packs of fodder monsters to keep AOE relevant.

In Depth

Ive pretty much play tested every darn hero in the game so below is a more in depth discussion of what I think the problems are.


Shapeshifter
Roar should feel more like a cooldown you pop as need rather than something you just blow aimlessly whenever possible. By that I mean increasing its bonus and give it a more burst of stats style effect.


Summoner
She comes across as a second class Gremlin.

Her explosions essentially fufil the same role as mines, except...
- Mines can explode near instantly for full damage, explosions need to tick for full duration to get max damage
- Mines come in 10's allowing them to explode over waves of advancing foes. Explosions are do or die, they only go off once.
- Explosions also dont decay if you manually set them off.

Her firewave is a mana hog, and doesnt do alot either.
Phase Shifter is near useless unless it is ranked up alot. In contrast level 1 Clockwerk Goblin summons are actually useful.

Dreamweaver
His entire kit is based off the sleep debuff, sounds cool until one realises it means he is completely dependant on his first skill, since you need it to pull off the sleep in the first place.

Dream bolt deals piss poor damage, there arent many monsters worth using the sleep on either.

Both his second and third skills are called "Hypnos' Dream World".

Gambler
Competes with Dreamweaver for being the games most useless hero.
I get the idea you were going for with this guy, use your moves to refund mana so he can keep his attack modifier going.
Problem is that its much easier to add stats to boost his mana instead of trying ones luck to use an ability that only "might" refund mana.
In general he doesnt do a whole lot other than auto attack, and theyre other heroes which do that and more better
.
 
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