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normal creeps vs bosses


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#1 polo

polo

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Posted 25 July 2014 - 06:51 PM

let me just start with saying i am currently stuck at normal so if anything like this hapends in higher dificultys just ignore it  

 

 something i noted is that normal creeps dont put much of  a threat, i mean i see 20 of those running to my base and i simply dont care, heck most of the time i dont even look and this is becouse their dmg is rather low for the wall regeneration and is not like they are super tought, a couple of granades from the hero and or a few towers will clear them in a blink of an eye.

 

then a boss apears and everything goes bad, people start screaming for help, walls fall like leafts and the rest of the players start praying not to be the next one to have that overfeed dude with obscene amounts of damage knocking their base doors  :D

 

now onto the idea, what would you guys think of increasing normal creeps base strength by a wide margin, lower boss dmg to that of a normal creep but in exchange give them empowering skills say:

 

global auras like increase dmg, attack speed, armor,  reduce enemy armor, reduce dmg, etc...

cries: stronger buffs but only affect the units around the boss

megabuffs: very strong single targets buffs, like  a mega bloodlust. an interesting one could be a boss that cast vanilla warcraft doom, so if one dosent kill the boss fast they will quickly face an army of doomguards spamming firestorm on their bases  ;)

 

 

or may be i should get some sleep and stop rambling?.

 

 



#2 TheFilthyRat

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Posted 25 July 2014 - 07:56 PM

We already have bosses in the map with a wide variety of abilities such as endurance aura, earthquake, long range silence and more. I have other things in mind for bosses but boss damage is hardly an issue if you are keeping up with your armor. The fact that you can't beat normal mode when you get 5 lumber per kill is a bit discouraging.

 

As for normal creeps I have my ideas on how to spice that up as well but there are some creep spawns that are much harder than others and do currently give people trouble on the higher difficulties such as nightmare which includes double boss spawns.

 

Overall I don't feel like boss damage is too high even on nightmare and there are plenty of ways to kill  bosses before they destroy your walls.



#3 SoulSurvivor

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Posted 26 July 2014 - 10:32 AM

     Just wanna throw my 2 cents in here, cuz I see it alot too, peeps don't have much trouble with mobs, but bosses wreck 'em.  Have you tried investing in like 3 wizzards and 1 medic (to keep units healthish)?  I seem to not see it much, wizards have this ability which removes bosses evasion, which, all bosses have evasion, which is why your towers say Miss Miss Miss Miss.  It seems to me that using a few wizards turn all bosses into sissies (unless they are immune to Polymorph).  'Course there are many strategies to this game, and, if it works it works.  If not, maybe re-think your strat a bit


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#4 polo

polo

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Posted 01 August 2014 - 04:31 PM

i am aware of the wizars, my problems has more to do with my inahability to kill them fast enought, i tend to build in small bases and i dont have much space for  towers.

 

i olso suck at microing  :(, either i put to much focus on building mills and get destroyed by a stealer/snowman/ elementals combo or i focus my units in killing the bosses before they stack but my mill production sinks like the titanic leaving me naked for when trojan arrives.

 

anyway  i know i suck but that dosent change the fact that the game dificulty is all around the bosses, normal creeps are hardly a problem.


Edited by polo, 01 August 2014 - 04:31 PM.


#5 SoulSurvivor

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Posted 03 August 2014 - 07:34 AM

microing= shift building?
I'm not as fast normally as one could be, but, if you hold shift while you build, you can build multiple things in que.

I'm assuming you knew this already, the trouble I run into normally is spending too much time building mills and not defense or offense.

Usually die before long just building mills.  Not sure where I read it but is somewhere on the forums here, recommend trying to get 8 factories to touch 1 mill, then using the alchemist unit to move them for you.  Even being slower then one could be, much success can be found in such a simple build as- and add a few more becomes more speedy...

1zwkx14.jpgvi9z9.jpg

And when your alchemist is out of mana (maybie even before) is a good time to focus on defenses and offenses.  That aura statue is important, as its the cheapest armor upgrade available.  This kind of factory build has 8+ factories touching each mill (with the exception of the top mill in the first pic) so you can build mills faster.  Lumber is the key to success in this game, as you need it for the upgrades to help you live.






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