Kingdom Rush: Adventures

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Re: Kingdom Rush: Adventures

by Ninja » Sat Sep 19, 2015 4:33 pm

AerisDraco wrote:@Ninja: Take a Hyena, and add Deflect to it, and you get a Mysena.
Well, the L3 mage is somewhat like that.
I'm not going to change the current levels, but I did modify the damage for the L3 barracks, so the elves have a clear advantage.

@Juice Box:
:yey:

It gets more twisted later...


You didn't say it has the sprint ability,though.And that's the only thing
that makes a Hyena difficult.

Okay,then. :D
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Re: Kingdom Rush: Adventures

by RZRider » Mon Sep 21, 2015 12:45 am

Well for one, I think it will be very difficult to make the gnome shop items the same because dwarves,elves and humans are very different. If you did it separately it would take a lot less time but it would be difficult for ideas. Your call
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Re: Kingdom Rush: Adventures

by AerisDraco » Mon Sep 21, 2015 12:48 am

A lot less time?
What?

I personally don't want to, I have enough on my plate, what with school (ugh) and the fact that everything else in the idea is more complicated then normal.
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Re: Kingdom Rush: Adventures

by RZRider » Mon Sep 21, 2015 12:52 am

Sorry. I meant doing the same gnome shop items would take a lot less time.
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Re: Kingdom Rush: Adventures

by AerisDraco » Tue Sep 22, 2015 1:13 am

Update #3
The Hero Room has been updated with the completed version of Scipio.

I expect horrible balance issues.
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Re: Kingdom Rush: Adventures

by Ninja » Tue Sep 22, 2015 1:54 am

He's actually quite balanced....
Until you get to his OP unlockable skills. ;)

The Great Sword ability and Glory of Lineria are
the only balanced abilities that are unlockables. :roll:

Fort is OP because it instakills 5 enemies with only
a 30 second cooldown.A fully maxed out Vindicator
can only kill one enemy with a 50 second cooldown. ;)

Arrows of Flame needs to have its' cooldown increased
to 35 seconds. ;) (or its' damage decreased drastically.)

Next,Ballista Shot:
35 second cooldown for only 450-675 AoE true damage?
That's way too long of a cooldown.How about 10 seconds?
That would be much better.And while your at it,increase
the damage per bolt to 500-1000 true AoE damage.(Heavy sarcasm)

You're right when you say there are balance issues. ;)
But he's still a really cool hero with good inspiration. :)
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Re: Kingdom Rush: Adventures

by AerisDraco » Tue Sep 22, 2015 10:50 am

Nerfed all the things.

No, not actually all of them, just most of them.
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Re: Kingdom Rush: Adventures

by Ninja » Tue Sep 22, 2015 1:56 pm

Increase the damage of Thrust by like 20
and increase Ballista Shot's cooldown by 5 sec..
Then he'll be perfect. :D
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Re: Kingdom Rush: Adventures

by AerisDraco » Thu Sep 24, 2015 9:28 pm

Update #4
Nyl'san and Tihkinor have been completed.
Horrible balance issues are still expected.

In other news, the God Altar, exc. the Spells, is complete.
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Re: Kingdom Rush: Adventures

by Ninja » Thu Sep 24, 2015 10:24 pm

Ooh,I like the worship equation thing.Good idea! :D

Nyl'san's stats look pretty good,but you should buff his damage
considerably.(Like by 15-15 more damage.)(The way I see it as it
is now,he won't be able to actually kill anyone to get the boosts
from Soul Drain even when at Level 10!) ;)
Seriously buff Blade Sweep.That thing is useless right now. ;)
Sadly his Hero Spells,while cool,will be very underpowered com-
pared to the other heroes.The reason for this is that they both
require him to be alive to be used. :( (This could be fixed by
making them have different effects when he is dead. :idea: )
Decrease Soul Poison's cooldown by 15 seconds and it will be per-
fect. :) (It shouldn't have the same cooldown as Fort,as it is not-
iceably weaker.)

Tihkinor seems very reliable as a blocker and fills his role pretty
well. :) However, some of his skills,unlike the other heroes' OP
ones seem somewhat UP.
Nitro is a tad OP.You should nerf its' damage or
increase its' cooldown.
Shovel Attack is a bit UP.Its' stun should be increased,or its' cool-
down lessened.
Blegh.A stat passive.Just increase his armor by 20% and make up
a more original ability.
The MineDrone MKI is UP with that massive cooldown.
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Re: Kingdom Rush: Adventures

by AerisDraco » Thu Sep 24, 2015 11:35 pm

Good.

Damage buffed, along with Blade Sweep's cooldown decreased.
The hero spells were changed so they can be active during death.
And Soul Poison's cooldown was decreased.

Increased cooldown.
Increased stun and decreased cooldown.
Nope, not changing the stat passive. Besides, even though you have to have it upgraded to use prospect, you don't have to equip it.
MineDrone buffed.
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Re: Kingdom Rush: Adventures

by Big Bad Bug » Thu Sep 24, 2015 11:48 pm

AerisDraco wrote:Nope, not changing the stat passive. Besides, even though you have to have it upgraded to use prospect, you don't have to equip it.


What's the point of having multiple powers to choose from if some are interesting abilities and others are plain stat bonuses? It takes away the fun of choosing between powers since only some of them will contribute to a fun playstyle.
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Re: Kingdom Rush: Adventures

by Ninja » Thu Sep 24, 2015 11:53 pm

Great changes. :D
(But still,death to the stat booster ability! :twisted: )
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Re: Kingdom Rush: Adventures

by AerisDraco » Fri Sep 25, 2015 12:27 am

Teh presur waz 2 STRONK

Miner's Gear has been replaced by something hopefully more interesting.
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Re: Kingdom Rush: Adventures

by Ninja » Fri Sep 25, 2015 12:50 am

It's cool,but he'll need a 20% or even 30% attack boost when
fighting more enemies if he hopes to kill them.Otherwise
he'll just be slaughtered by them. ;)
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Re: Kingdom Rush: Adventures

by Big Bad Bug » Fri Sep 25, 2015 2:20 pm

The heroes are really good; I like them a lot (as much as I like using semicolons).

The Legionnaire is a nice, basic troop. I like how his abilities can either focus on defensive or offensive play. Unfortunately, he can't be entirely defensive because he doesn't have enough abilities focused on summoning troops or building walls, just 3, and 2 of them are Hero spells. The rest is entirely offensive, though the fire arrow AOE skill goes well with walls. He's a bit imbalanced in how much you can mix up his playstyle, but since offensive play is more fun anyways, I suppose that I personally wouldn't be affected, but those who like tanker heroes would be partially dissatisfied.

Reg'son II is my favourite out of all of them. His abilities seem entirely offensive, but some resolve conflicts immediately while others slowly kill the enemies but are more effective overall. No complaints from me besides his final Hero Spell being a bit too complex to understand.

The Miner is decent. Earning more money so that your defences can be stronger rather than having a stronger hero can backfire, but with his tankiness and a couple of combat-oriented skills, you averted that potential issue. He seems like an economic choice for players.

Overall, they're all great. One fundamental issue exists for ever hero of this type, though, which is the skill-pre-requisites. I remember stuff like this in Ultimate Alliance, X Men Legends 2, and War in the North, and I hated it every time. In order to have one power, I HAVE to have another, which limits the options for the player. There's more customisation to be had, entire factorials of combos, but now they're limited thanks to requirement of coupling certain skills with others. I'm fine with the level limit since all heroes will be at Lvl 10 eventually, but just not the pre-requisites.
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Re: Kingdom Rush: Adventures

by AerisDraco » Fri Sep 25, 2015 7:22 pm

Semicolons are pretty cool.
The point of having that many skills is to mix n' match, so you can have a hero more specifically suited to your playstyle, while still having an overall theme.

The Hero Spell is a lot like Crystallites, with two controllable copies of the hero, but one will only stay for a certain time. Also, it can really help if the hero dies and enemies are close to the exit.

I'm going to change the prerequisite thing soon.

Edit: Changed to:
* All of the requirements for another skill require the skill to have been used at least once in combat, but doesn't have to be upgraded at the specific point in time.
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Re: Kingdom Rush: Adventures

by Big Bad Bug » Fri Sep 25, 2015 11:00 pm

An odd, but sufficient solution. :)
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Re: Kingdom Rush: Adventures

by RZRider » Sat Sep 26, 2015 5:19 pm

Sorry aeris,
I do not have any ideas for gnome shop.I thought I would,but it has proved hard (for me) to think of ideas that would fit all the races. I would look to BBB for ideas,as he always seems to have ideas for stuff involving kingdom rush.
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Re: Kingdom Rush: Adventures

by AerisDraco » Sun Sep 27, 2015 2:27 am

It's not a problem, RZRider. I was just asking for suggestions. I can come up with them at some point.
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