Ninja wrote:I like the idea of different factions a lot and you executed
it well.
So far,the enemies are cool,but their HP may be a little OP
for so early in the game.
I really love the Stalis enemy's concept.
Ninja wrote:The heroes are okay,the one that is really cool is the elf.
(But,what are the upgrade tiers for the HS's?)
I really like the idea for God Spells and I love the spells themselves.
But there is one thing I think would be more interesting for them.I
think there should be some system of having your units worship them
to recharge the spells.(Or maybe there could be some way to collect
Divine Energy{you can use a different name if you want.}to charge them
up to be used,rather than a recharge time.)But that is just a suggestion
and I do not expect you to use it.
Ninja wrote:Okay,on to the towers.
I love the Dwarven Archers' and Human Mages' passives.
The human mages and archers seem rather UP compared to their mages and
their artilleries.
I think the elven barracks should deal 1-1 more damage to be accurate to its'
description.(Just my opinion.)
I don't see how a large AoE is an ability for the Burster Druid.Do you men it covers
his entire range or what?
The Dwarf towers are all cool except the artillery,which just seems rather bland and
unoriginal to me.
Ninja wrote:So far,it's a good idea,has a lot of potential,and is very nicely put together.
I look forward to reading more of this idea!
Ninja wrote:P.S.Love the map.
SealDarklight wrote:I realy think that was a split 3 maps with 3 barracks. I like how they make a 3 gamed game however i dont like the God concept as much. I mean it would be nice if heroes had full level buffs for anything i mean i made the new idea viewtopic.php?f=5&t=9908 and 3 spells is enough. God is just boring thing i mean i could understand that you can choose but i dont realy think people get gods help allot i mean if god gaved them allot of these that would be like god give me tons and tons of bacons however well made idea
Kowaghuz wrote:I like it so far(I haven't been able to watch other suggestion threads due to internet and RL business), although the dwarf magic tower is a bit out of place. Why not use a rune-tower instead? That would fit in more with the theme since runes have been the dwarven method of casting magic in quite a few settings.
Oof_Shunt wrote:EDIT: I actually think there'd be too many level 4 towers/there'd be too much going on ... maybe you could pack it all into 1 campaign and have a single new 'God Power' replace Thunderstorm/Rain of Fire and have the 3 free heroes be a man/elf/dwarf? Just a suggestion idk.
EDIT: Also the dwarf hero's name is impossible.
Big Bad Bug wrote:Regnos and Zezzar have OP passives. Hero damage is far more valuable than reinforcements' damage or specific tower types in most cases. The main OP thing is his second passive, because slowing enemies in a TD game is one of the most guarenteed effective things at all times, as all enemies have speed. Zezzar's second passive is also too good if it lets attacks deal True Damage almost half of the time. Either nerf these or make the other passives equally useful.
Big Bad Bug wrote:I don't have much to comment on for the enemies, since they seem balanced when you take into account the additional effects of God bonuses. However, I looked back and realised that in the comments, God powers replaced Rain of Fire/Thunderbolt. We really, really ought to have both the spells and God bonuses. The deific assistance is an addition to the game to make it more fun, not a replacement for something since it was already fine. Plus, it would balance out the extra-strong enemies. The current God Powers are really cool effects, but players will miss the old stuff, especially the spells as they were a fundamental concept in every game and were never obstructed from the player in any mission or challenge, with the exception of Malicia's power, but that was a very light hinderance nonetheless.
Big Bad Bug wrote:The towers also seem good, as they have decent starting stats and already begin with some personality, especially mages and artillery/Druids. They all seem better statistically than previous level 1 towers.
Do heroes start at level 0 or reach level 11? If not, then he should only gain stat increases 9 times, not 10. I'm waiting for more detail on the heroes before I leave further comments.
Oof_Shunt wrote:The map is atrocious!!!!! Just put a Warhammer world map or something.
Oof_Shunt wrote:Maybe you could have a free man/elf/dwarf ... premium man/premium wizard ... and 1 premium OP Power Rangers zord-thing.
The map is atrocious!!!!! Just put a Warhammer world map or something.
The Kingmaker wrote:The maps look great Aeris, I tried to dabble with paint in adapting the KRO map and gave up, I have no idea how you managed to make that map and incorporate the KR and KRO maps (and completely making the dwarven lands up)
Big Bad Bug wrote:I hope this doesn't become competitive.
@Aeris Regarding the God Powers and normal spells, it doesn't matter if it balances out during the end of the game, because the enemies right now are stronger than normal enemies, which makes it imbalanced. Plus, old fans will miss the mechanic while new players will find incentive to play the other games rather than this one because of that inferiority.
The Kingmaker wrote:Oof_Shunt wrote:The map is atrocious!!!!! Just put a Warhammer world map or something.
That's actually quite rude!!!!!!!!! Especially seeing as from initial google searches the Warhammer world map looks like a map of earth...
through the eyes of the kind of people that think taking something that exists and airbrushing it a bit counts as their own, new idea.
The maps look great Wail, I tried to dabble with paint in adapting the KRO map and gave up, I have no idea how you managed to make that map and incorporate the KR and KRO maps (and completely making the dwarven lands up)