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btw, is there a typo in Coup de Grace?
I wonder how it's supposed to work. Is it a builder relying on mass unit to tank? There is no unit above 500 hp, and the cost to get the best tanking unit (alpha predator with 400 hp and 4 armor) is 20 + 100 + 110 +200, it's insane.
Overall I think the units are worth their value, but it's really difficult to get the "theme" of the builder.
Got a small bug btw, red text appeared
http://images.akamai.steamusercontent.com/ugc/255971629685686200/2C45CA7098ABB1B46C4BF67633EEF736640A0C0E/
Btw, is it normal that PA loses its cleave on max lvl? Seems unfair to me.
Also, the builder ability should have a shorter cooldown than 5 waves
I am aware of this bug, won't be fixing it until I've got a more advanced AI since riki attacking from behind randomly is very rare.
Yes PA is supposed to lose the cleave. The general outline for the builder is in the thread you are posting in right now.
The builder ability isn't supposed to be a use every wave kind of deal, it's supposed to be something you can use to fix a hole somewhere in the clear or to get some more eco or similar.
Thanks for your feedback!
My opinion on this build is that a TANK is severely lacking. I think the gist of this build is it's ability to severely reduce target's armor?
On normal mode, it is possible to clear all the waves with mass scarabs spam(boss wave might be a little tricky) with a above average tango income.
Due the costs of the units, all strategy has to include the scarab. I tried starting with 2x 50g silencer and it only clears the first wave for me, adding another one at wave 2 (with the 50 gold earned) doesn't clear it for me (Due to slow atk speed and low tankability 80hp).
-Needs more AOE (apart from quill spray, and the small and slow attack from the mind stealer). Needs some versality in tanks apart from the upgraded scarab and bloodknife-with evasion).
Human has crystal maiden frost + sound wave + gyrocopters missle thingy
Nature has centaur cleave.
Elemental has the pheonix and void holes.
-Needs crowd control.
Human has the crystal maiden with sound wave which pushes back and stun,
nature has centaurs stomp stun + treants overgrowth root skill and
elemental has earth god avalanche stun,
undead has pugna's spike and butchers disable skill.
Granted the Silencer here does some slow, but thats about it, spiked carapace only stun once per 8 secs, which it usually dies very fast after as it the HP is too low.
-Lack of ranged units. It only has silencer model and templar assasin as it's range capable units. Templar assasin is really expensive and the with the slow attack speed, the spill is not really effective here compared to how fast the "TANKS' dies. The rest are mostly melee apart from quill spray of which the 20g version is squishy and the fully upgraded one which is meant to die (Explode). Maybe you can a 1-1.5sec stun duration when it explodes?
I thing I really have to emphasis I dislike is the different MOVESPEED for the Scarabs and its upgrade. 350 MS for the basic unit, 300 for the 2nd upgrade and 320ms for the max upgrade? Makes unit placement really hard unless you upgrade them together in waves.
Tried this race solo in Hard Mode, unable not to leak before wave 10, with a tango income of 36. End wave 31 wise, I can't really picture a decent build here.
Spiked Carapace should probably have a shorter cooldown.
TA might be too expensive yeah.
I'm not so keen on AoE and crowd control since the overall theme is supposed to be quick single target pickoffs (-armor and crits). You can't really compare with other builders, because I wanted the concept to be different from other builders. If anything, we have to find ways to make the builder more effective in a different way other builders are effective.
BLINK STRIKE to the melee assasins to ensure they can close the distance quick enough to ranged units before dying and to capitalize on their 'Back-crit" bonus (and maybe EXPLODE skill when they die?).
For the 2nd level scarab/nyx upgrade, maybe add like a Gargoyle Stone-form skill when reaching a certain hp threshold to have INCREASED ARMOR + HP REGEN but unable to attack for 3 seconds. Sort of like a delay tactic.
For the max upgrade scarabs adding a PASSIVE REFLECT DMG >25% skill with a seperate skill to stun for 1 sec for 8sec cd could be a little better, and on EXPLOSION - an area (not too huge, maybe 250 range) stun for 1 sec could be triggered. The quill spray could probably be removed if stun-on-explosion is implemented, since currently they die very quickly now after spraying once.
Can try adding low LIFESTEAL to some of the cheaper melee units for early level tank.
For units that crit, maybe add something like a "Skill Upgrade/Tomes" to increase
1) Crit chance;
2) Attack speed
at increasing costs capped at maybe 5 levels ? ( 25/40/60/85/115)
Like 1% increase per level for crit and
5% attack speed increase per level.
Might solve all the slow attacking units problem...of course all these upgrade shouldn't cost 1 food/per upgrade unless you're embrancing a Less-is-more concept, then each pimped out units should be at a godlike-level.
- Alternatively if not skill upgrade, maybe a "GRADE UP" based on number of kills, since assasins are all about kills. Maybe per 10/20/30/40/50 kills they get both option 1+2 as a reward.
Also you can try to add in Riki's smokescreen (more dodge/more attack speed) to some models to ensure a little more survivability.
Maybe add more units with "Killing Heal: 25% of max health".
Some "Commander" units like maybe an upgraded silencer model with Attack speed aura if you dislike the Skill Upgrade path above.
I don't have much experience with balancing, but I think these ideas might be fun to play with.
Thank you for your hard work. Looking forward to playing this builder in the future.
(Last minute note : Usually if playing scarabs, building it right in front of the spawn point ensures that the first quill spray would hit units / while building it somewhat behind will make the quill spray hit severely lesser units. This impacts team duels are it is recommended for all players to build approximately close together - which the back is usually preferred)