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Alchemist/Towers


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#1 AzZ

AzZ

    The Legendary.




                   

Posted 14 February 2015 - 02:51 PM

The attack of the alchemist(merc) was taken. I dont think this was a good thing.

Yes, it prevents him from attacking, when you want to place mills, but the ability to turn of the attack was there for it...

 

There's a lot of easter eggs on the map, and without the attack, you cant get it with the alchemist.
I say that because its the only unit that has 6 slots of inventory.

Going to pick it up with your human or hero, would slow down too much the start.

 

I suggest to give it's attack back, along with the ability to turn it off.

That way, players would have the option if they want it to attack or not...

 

About the towers, I suggest creating new upgrades in the others tab.

The upgrades would work in stages. Could be added some requirements to train the final ones.

I think that 5 or 6 would be a good number. Each one would give all the towers a boost on their attack.

 

They could be very expencive, that way, it would be similar to the items for the heroes.

The upgrades should give enough damage to a group of 20~30 towers, so they could kill all 3 final bosses, by themselves.

Without any help from a hero.

The price set for each upgrade, would balance the stages of the towers. That way, it wouldnt become overpowered.


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#2 Waffle(est)

Waffle(est)

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Posted 16 February 2015 - 11:54 AM

hmm the attack toggling always was a nasty hack..
tho if we get rid of tyhe mana-leeching passive it could work out i guess..


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#3 AzZ

AzZ

    The Legendary.




                   

Posted 16 February 2015 - 01:05 PM

hmm the attack toggling always was a nasty hack..
tho if we get rid of tyhe mana-leeching passive it could work out i guess..

If possible, that would be great.

More players would be able to explore the easter eggs, without having to delay their start.

Theres a lot of good stuffs worth collecting now :P



#4 Krehara

Krehara

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Posted 16 February 2015 - 06:08 PM

Personally, my vote is for making the passive a toggle ability, since it's a really useful thing if you decide to actually use it



#5 Ethaw

Ethaw

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Posted 24 April 2015 - 03:20 PM

Well, since every one before agreed, I have to disagree :D

 

More seriously, I think you're mistaken on 2 points:

- Easter eggs are easter eggs. Not a mandatory requirement to start the game (not mentionning the fact that some of them are currently way too strong, and they are not really easter eggs but more like hidden op bonuses, as I said in another post). You shouldn't be able to grab them all at the beginning, so not allowing the alchemist to take them is, in my opinion, a good thing.

- You can get easter eggs with your claimed units and the quest ones, without losing time. With proper management you can totally do it. It requires more actions obviously, but a reward doesn't come free (and btw shinkel and the wolve with their 1s blink make it quite easy)

 

And finally - I'm not sure on that point though, not knowing precisely how the mob aggro works but considering my own experiences - adding an attack increases the priority of the alchemist as a target (correct me if I'm wrong though, I'd love to have details about how the targeting mechanic exactly works in W3), and that would mean a step back with this change.

 

Edit: forgot about the tower part, for that you totally have my vote :D






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