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#2 Stone farming is not a big issue if map will become viable. Which probably will happen one day.
#3 is not quite nesessary. Adding blacksmith fixes that issue.
Also
6. Stupid silence added for FIXING THE BODY ARCANA ISSUE do not let you to defend the base even if you are respawned, and you are super vulnerable to any kind of damage.
7. Timbersaws on last normal waves deal about 1m damage with their saws. Imoossible to dodge or avoid wo BKB effect. I believe they are pure.
8. Add the voting feature to skip the pause between waves.
9. DEMON MASK :< rolls 16 t3 runes. Please remove the scale of Phoenix' Nest waves and make it scale from magebane property?? Please?
At the meantime paragons on normal(!!!) difficulty can give 2m+ exp.
I know that the whole map is made is non-stop exp gain, but still too low.
Regarding #2. Well, i still like the system of Tanari/Redfall more tbh. You can get new Keys on upgraded maps. I mean getting a key every 30/50 waves would be nice, because you dont need to waste 30min before the endless waves.
11.
Asriel
I would play it if it allowed me to save if we lose
12.Physical leaderboard somewhere to check it (and actually fixing that stuff with blank leaderboads and non-saved progress).
13.Move spawn point closer to the center. Mobs sometimes are thrown away from somewhere in the outer space. (Also: add 4 seconds cliff walking to the mobs after they spawn to prevent it)
14.More HP for mobs on normal, waves up to 30, or even further beyond.
Tony
15.Every 25 rounds serengaardBoss with roundsCount/100 chance to drop random immortal weapon (including new),
serengaardBoss dmg/hp/armour multipler same as mobs multipler, but have special passive that increases post mitigation dmg dealt/reduces post mitigation dmg taken for roundsCount/100, so power of this boss would scale faster than mob progression.
serengaardBoss also has steadfast ability and 3 other ability from special pool (chosed randomly)
16. Exp multipler for each round x5-15 (at least), its important, i get only ~1mill exp from paragon mob on 250 wave (~7 hr playing time) but while playing pit i can get way more.
17. Serengaard twig rework:
all atri
random rune (t1=t2=x t3=x/3 t4=x/6) value = roundsCount/2
special ability: reduce pre mitigation damage by 10 times, damage output 500%
http://steamcommunity.com/workshop/filedetails/discussion/469311655/1291817208499514741/
Most things are fixed, but still:
18. Leaderboard does not work with 80% chance.
19.Shackles of shadow shamans do not work with t7 Cherno glyph correclty.
20.Serengaard_night_invaders lowers your cooldown even if they miss autoattack.
21.Snowball Throwers - Tuskar model and Shredders - Timbersaw probably have too high damage for regular waves (22 and 23)
22.Well-randomised creep pack can destroy ancient from 100% to 0% less than 10 seconds.
Probably making additional passive over steadfast for buildings, which will limit max received damage per second, so 2% per second will allow our Ancient receive damage for 30 seconds in total.
In view of the fact that Ancient cannot be regenerated and good match in Serengaard can last for hours, it will be better system than we have now.
23. +320 attack range for each enemy creep near base IS SO DUMB.
Oh sorry, that was what I remembered when I last played the map, so that's good then. If there's a skip button though, and a good incentive to play the endless waves, serengaard will definitely be popular
Exp limit is set on 100000, and +5000 it gives each wave in Infinity mode.
On wave I-40 PARAGON unit kill gives us 300k exp points.
On wave I-100(!!!) paragon unit kill gives us 600k exp points.
If we take on average there are 5 paragons on each wave, so it will be about 350 paragons (whaow, probably less) from wave 1 to wave I-40. Exp gain from all these units are ~51m exp points.
At the same exact time, clearing normal diificulty redfall equinox gave for me 36'745'925 exp points (Full clear, buffs from quests, 2 passes (+20%))
Legend redfall equinox with same conditions gave 284m exp.
Counted it with leveling immoral weapon and multiplying result by 425, becasue immortal weapons receive 425 times less exp.
I've did full clear normal mostly solo, so it took ~hour.
Legend run took 20 minutes, with splitted clearing, thatkfully exp share is global.
Getting to the wave I-40 tooks about 70-80(?) minutes on average, if you dont have op team.
So, well, these 350 paragons are pure theory, I need to test it better, but right now calculations says one run in redfall legend is equal 5.6 runs in serengaard from wave 1 to wave I-40.
20 minutes vs 400 minutes, with higher difficulty and much effort in serengaard because of growing resistance and damage of mobs. And dying makes you lose a lot of exp.