After moving 3 hours from my home and into a 2 person dorm, Ive finally started casting videos again!! Heres the first game since being back, Infested Arena!
This map is pretty well done but I think it would be much better if income and xp were automatically split among all players. Right now if one player gets a head start in buying AoE skills, a few rounds later that person will be getting 80-90% of all kills (and thus XP and money.) As a consequence, the ONLY viable strat right now is to max out your aoe ability first.
That has been fixed. All money and exp is now split evenly among all the players. And while you are here Riley I wanted to thank you. You answered so many of my questions which helped make Infested Arena a better playing experience.
This is stupid because some jackass always takes all of the money and gets all the exp before anyone can think twice. I think there should be an option to vote for shared vs unshared exp and money.
This is just my opinion on Dead Eye's powers when I played through on easy and normal.
Dead Eye power break down:
Glaives: Great at the beginning for its AoE and Damage. Around wave 6 players will be able to deal more damage with their basic attack then with the glaive unless they put a lot of cash into upgrading it.
TNC: Not really worth using since the shot causes him to stop attacking for a small amount of time as he aims. When I am dealing over 500*2*3 (damage, number of attacks, number of targets) damage per basic attack, I find the pause to be really noticeable.
Phase Shift: Amazing, it is an escape and a damage buff. If a player focuses on basic attacks and maxing phase shift's buff duration amazing things can happen. Players should be able to handle most waves single handily since they will be dealing an additional 200 damage to their base damage. This power is what I often base build on, and I find the safest in pub games.
Repulsion Emitter: This is one of reason I started picking Dead Eye; in order to prevent people from using this power. I could see it being this being useful on harder difficulties since it would grant players breathing space. In pub games I find this to be rather disruptive to the gameplay and to my sense. The knockback makes targeting with AoEs much harder, since targets move around significantly when this is active. The sound and the visual effect are aversive due to their brightness and volume.
I find Dead Eye to be a really fun character for his damage output, maneuverability and griefing powers. Phase shift is great for bonus damage and the ability escape/steal depending on the situation. He levels rather well when players focus on buffing the basic attack and phase shift.
Its undergone some pretty major changes recently. One of the things I noticed is that it is significantly harder in the beginning and last round than the rest of the game. I definitely think the AoE spells need to be toned down a bit. As to Deadeyes TNC being bad, thats a lie. It has a much larger area of effect than the rest of the AoE spells (if you plan it right) and is very useful for the beginning when your main weapon kinda sucks. On harder difficulties you really have to get your repulsion emitter (along with everyone elses group ability) up in the first levels and then run to a corner and kill everything (with TNC). Once you have a tank (guy with armor) and a decent heal tower the game gets way too easy (especially if you are still using the repulsion).
Hi, I'd like to give some feedback from the random games I experienced so far with infested arena and some suggestions.. As said I only played with random groups so I don't know how the map is balanced with a team of four players which maybe are connected with teamspeak or something similar. So here are my expressions:
In all games where my group didn't farm the lvl 5 Boss we didn't pass the lvl 10 Boss because the damage was too low and he was regenerating too fast
If we farmed it was in most cases a bit too much and the following levels where too easy
My suggestion is to rebalance this that the dps should be also in a random group high enough to beat the lvl 10 boss in a justifiable time like 5 minutes or so, for example increase the income for killing infected, at least in random games so the damage is high enough without farming
Some Ideas which crossed my mind while playing:
Make the medic and tank class more stereotype (i hope thats the right word for it. english isn't my first language :) ), what i mean is that the healer benifits from healing and supporting his comrades and the tank from tanking the infested e.g:
The tank could have and ability which reflects damage to the infected so if he pulls the infected to him he does more damage to them
The medic could have a heal over time which gives him a damage buff for each comrade who has the HoT
The armor upgrade should be cheaper for the tank since he has to take the most damage and the damage dealer classes get their damage upgrade cheaper than medic and tank
Healing abilities for the medic: (ok that is inspired by the age of conan healing system :D ) one low heal over time which is applied to the whole group no matter where they are (e.g: +1/2/3/4/5 hp each 2 seconds), one HoT which is applied to all players in front of the medic in a small cone (e.g +2/4/6/8/10 each 2 seconds, and damage buff to the medic for each player with healing buff) one burst which is already build in
For the tank: Some kind of emitter which forces all infected nearby to go to the emitter (maybe with high cooldown because it could be overpowered with area damage abilities combined), reflective damage to infected which hit him
Some other abilities which crossed my mind:
Area stun like area damage but.. well a stun :D
Avoiding ability: cloak for some seconds (maybe 5 or so) where collision is disabled so a hero can flee cloaked if surrounded by infected
Some kind of turret like the raven has which attacks nearby infected
Some kind of barrier which infected can't pass to close a passage temporarily
Ammunition pack which can be dropped for group members
Group buffs which can be skilled, e.g: Tank has one which gives +armor, medic +health, sniper +range, tychus +damage speed
Ok that's it for now. I hope some of these ideas may be considered or inspire you to other things which may be built in.
One last thing: I'd really love to see some version of Nova in the hopefully upcoming versions of infested arena.
Can i suggest that once the power-up is max, can that power-up icon be remove from the list of power-ups the player can purchase? It is misleading especially to new players not knowing if they still can purchase another level and save up for it, just to get a message "You can't buy another stack" or something to that effect.
After moving 3 hours from my home and into a 2 person dorm, Ive finally started casting videos again!! Heres the first game since being back, Infested Arena!
This map is pretty well done but I think it would be much better if income and xp were automatically split among all players. Right now if one player gets a head start in buying AoE skills, a few rounds later that person will be getting 80-90% of all kills (and thus XP and money.) As a consequence, the ONLY viable strat right now is to max out your aoe ability first.
@RileyStarcraft: Go
That has been fixed. All money and exp is now split evenly among all the players. And while you are here Riley I wanted to thank you. You answered so many of my questions which helped make Infested Arena a better playing experience.
This is stupid because some jackass always takes all of the money and gets all the exp before anyone can think twice. I think there should be an option to vote for shared vs unshared exp and money.
This is just my opinion on Dead Eye's powers when I played through on easy and normal.
Dead Eye power break down:
I find Dead Eye to be a really fun character for his damage output, maneuverability and griefing powers. Phase shift is great for bonus damage and the ability escape/steal depending on the situation. He levels rather well when players focus on buffing the basic attack and phase shift.
How I level my powers:
Another commentary of the same map by funtillitends
@ApolloStarcaft: Go
I enjoyed this map. Found it a little hard at times to try and click on my allies to heal them though.
@vjeux:
Sweet more custom game commentators!!! I havent had much time to get videos up lately so this is great to see.
Its undergone some pretty major changes recently. One of the things I noticed is that it is significantly harder in the beginning and last round than the rest of the game. I definitely think the AoE spells need to be toned down a bit. As to Deadeyes TNC being bad, thats a lie. It has a much larger area of effect than the rest of the AoE spells (if you plan it right) and is very useful for the beginning when your main weapon kinda sucks. On harder difficulties you really have to get your repulsion emitter (along with everyone elses group ability) up in the first levels and then run to a corner and kill everything (with TNC). Once you have a tank (guy with armor) and a decent heal tower the game gets way too easy (especially if you are still using the repulsion).
Hi, I'd like to give some feedback from the random games I experienced so far with infested arena and some suggestions.. As said I only played with random groups so I don't know how the map is balanced with a team of four players which maybe are connected with teamspeak or something similar. So here are my expressions:
Some Ideas which crossed my mind while playing:
Some other abilities which crossed my mind:
Ok that's it for now. I hope some of these ideas may be considered or inspire you to other things which may be built in.
One last thing: I'd really love to see some version of Nova in the hopefully upcoming versions of infested arena.
Best wishes, Bender
Can i suggest that once the power-up is max, can that power-up icon be remove from the list of power-ups the player can purchase? It is misleading especially to new players not knowing if they still can purchase another level and save up for it, just to get a message "You can't buy another stack" or something to that effect.