KRA Elf Campaign

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Re: KRA Elf Campaign

by Ninja » Wed Feb 24, 2016 10:26 pm

AerisDraco wrote:Arbor:
-Originally, Neurotoxin had infinite effects. This was decided to be OP as heck.


What do you mean by infinite effects? :shock:

Enemies:
- :yey: I took pride in the Rafflesia reference.


Interesting.
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Re: KRA Elf Campaign

by The Kingmaker » Wed Feb 24, 2016 10:57 pm

I'm so sorry Aeris that I forgot to do this, here goes:

The setting of the Jungletop is really cool, like so so so cool. If on the vines that enemies climb, killing them granted a Wilheim scream a la The Saurians it would be perfect.

The new tower is cool in design, although while I understand needing neurotoxin was necessary it seems a little odd, but beyond the initial cost I might use it. I like the idea of hunters jumping from one enemy to the other, although perhaps a dodge chance or passive poison (that stacks with other poisons) would give them some oomph beyond essentially becoming reinforcements.

The new enemies are detestable creatures from the pits of Satan I wouldn't want to face. Well done, they seem truly repugnant, bordering on physically repulsive. Triffids of the highest degree, I like plant enemies and am I terestedto see if they could hold my interest as the cute little goblins and hulking Golems did.
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Re: KRA Elf Campaign

by AerisDraco » Wed Feb 24, 2016 11:11 pm

@Ninja:
The Neurotoxin secondary effects (Slow, Damage Reduction, Stun) could be applied infinitely. So, instead of the secondary effects only working three times in total, they could provide an infinite stack. (Still doesn't sound good, so: The coma part could be applied as many times as you want, as long as you aced the chance.)
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A Wilheim scream sounds good.
True, Neurotoxin is one of those abilties where secondary upgrades aren't *extremely* required, like Teleport or Slumber Arrows.
I did reduce the cooldown, as Ninja advised.
Glad you looooooooove the Sapvine and Rafflesaria. Just wait for the next enemies. While they may not be as disgusting, they are still powerful.
Actually, no, strike that, they probably are that disgusting.

Have any of you begun to see an overarching theme in place yet?
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Re: KRA Elf Campaign

by Ninja » Wed Feb 24, 2016 11:47 pm

AerisDraco wrote:Have any of you begun to see an overarching theme in place yet?


Not really. Hints, please.
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Re: KRA Elf Campaign

by AerisDraco » Thu Feb 25, 2016 1:31 am

Think about the enemies. And the death animations.
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Re: KRA Elf Campaign

by AerisDraco » Mon Mar 07, 2016 1:19 pm

Update 2.3.0
-Added Level 9
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Re: KRA Elf Campaign

by The Kingmaker » Mon Mar 07, 2016 2:05 pm

Surely the only benefit to upgrading replace would be to hit ranged enemies, otherwise it would increase the time a changeling is essentially idle and not stalling enemies.

Like the new towers, and they synergise very well, especially with the semi-supportive Mage.

The new enemies seem to necessitate the use of totems and high level mages, and while the storage holding thing for the turtle elephant thing seems cool surely using artillery would kill the smaller enemies while also targeting the turtle
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Re: KRA Elf Campaign

by AerisDraco » Mon Mar 07, 2016 8:14 pm

Okay. Perhaps a cooldown reduction would be a better upgrade? Or a reduced cost for the current version?
Cool.
Turtle. Not Elephant. Thanks, though.
Did you catch the reference in the last achievement?
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Re: KRA Elf Campaign

by The Kingmaker » Mon Mar 07, 2016 9:40 pm

Discworld saga, right?

I like the power, but perhaps not reducing the troop from blocking and fighting while active would be perfect imo. Like telekinetically uses a shade of their power, or something like that :D
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Re: KRA Elf Campaign

by Ninja » Mon Mar 14, 2016 11:56 pm

Map:

This level's design is excellent. I especially like the Tribal Council. :D

Towers:

The Changelings are great, though I think their base stats are a little too low. A damage increase of 3-3 and an HP increase of 45 would be good. Infuse is awesome. The passive regen seems negligible. How about 5 HPPS instead? Nightmare is somewhat unoriginal. I would prefer a more interesting nightmare form related power, though. Also, it costs too much. Subtract 50 G from each upgrade tier. Animalistic Impulse = *Thumbs up* Replace is OP, as it is basically Eldritch Doom except better for less money and a shorter CD. Definitely needs a nerf.

The Moonwatcher is the best tower so far, and it's specials are excellent. I have no critiques for it. Well done! :yey:

Enemies: Both good, but are a little too susceptible to instakills. ;)
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Re: KRA Elf Campaign

by AerisDraco » Tue Mar 15, 2016 12:01 am

Good.
-I'll buff stats.
-I'll try and think of something.
-Huh. Okay.
-Nurf in progress
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Well, one's immune to the tower IK's.
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Re: KRA Elf Campaign

by Ninja » Tue Mar 15, 2016 12:32 am

AerisDraco wrote:Well, one's immune to the tower IK's.


Not to the Solar Rays instakill effect. ;)
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Re: KRA Elf Campaign

by AerisDraco » Tue Mar 15, 2016 12:54 am

-Buffed stats a little.
-Changed Nightmare, though as a result I actually increased the cost.
-Actually, Replace, when you look at it totally, comes out to relatively even levels of power as Eldritch Doom. It's more expensive (Replace {800 v. 595}) and doesn't deal area magic damage. Though, you unlock its usefulness more quickly, as Eldritch Doom needs higher levels for the secondary to be effective.

Elf Campaign.
The Awakened and Moonwatcher are the elven mages.
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Re: KRA Elf Campaign

by Ninja » Tue Mar 15, 2016 1:08 am

Stats: Good.
Nightmare: Good.
Replace: ED actually costs 695, only 105 less. Replace gives you an enemy ability (Very OP on its lonesome); it instakills an enemy; and deals AoE physical damage of an unspecified amount, which I can't just assume is balanced. Also, you realize that you only increased the CD by 1 second, right. I almost didn't even notice it. And even if it was only equal to ED in terms of power, then it would still be OP, because ED is OP. ;)
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Re: KRA Elf Campaign

by AerisDraco » Tue Mar 15, 2016 1:17 am

Huh.
I kinda assumed that Replace factors in Infuse, so it only grants the effect if positive.
The AoE physical is just the Changeling's normal damage in an AoE.

I'll increase the cooldown to, say, 24.
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Re: KRA Elf Campaign

by Ninja » Tue Mar 15, 2016 1:42 am

AerisDraco wrote:Huh.
I kinda assumed that Replace factors in Infuse, so it only grants the effect if positive.
The AoE physical is just the Changeling's normal damage in an AoE.

I'll increase the cooldown to, say, 24.


OK, that'd be good. :)
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Re: KRA Elf Campaign

by AerisDraco » Mon Apr 11, 2016 10:41 pm

So, Update 2.3.2:
-Updated the tower and enemy menu sections.
-Added the Upgrades and God Altar Levels
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