Infested Arena 2
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Welcome Back...
It has been 43 years since your last encounter with the Infested, which took place on a space station in a remote part of the Universe. You thought you were victorious after defeating the Broodmother. Little did you know that the Infested followed you back to your home planet in the Galminus system and have since been mutating, evolving and multiplying directly above you. It is clear to you that the Infested are far more powerful than they were last time. Mutant strains and cross breeding has brought about new and terrifying Infested units. But, you are not easily discouraged...43 years has brought about advancements of your own. Prepare yourself the Invasion is about to begin...
Evolving from Infested Arena to Infested Arena 2
New Arena Invasion Dynamic
Infested Arena had 4 hallways which spawned the same amount of Infested units (a total of 2 different types: ranged and melee) at the same intervals with randomized Special Infested Units (SIU's) spawning at 1 of the 4 hallway locations at set times.
Infested Arena 2 has a randomized Invasion dynamic where at the beginning of each round randomized Drop-pods will fall from the sky in random locations. Once the Drop-pod lands it will begin generating eggs which after a short time will hatch and release the Pods designated spawn unit (i.e. Spewer Pod will spawn several infested spewer units). There is also a % chance based on active players and difficulty selected to generate new Drop-Pods at varying locations and varying times into the Arena. There are 4 basic Infested units (Infested Arena only had 2) each has it's respective Drop-Pod. Furthermore, you will easily be able to identify, with the "Infested Pod" dialog, all the current pods found within the Arena. In addition, Special Infested Cocoons will drop from the sky into the arena and after the duration will hatch a random SIU, all of which can be tracked using the "Infested Pod" dialog.
New Special Infested Units
There are now 10 SIU's including new ones, such as: Behemoth, Vile Imploder, Stalker, Desecrator. Some of the SIU's from Infested Arena were removed because...,well, they just weren't any fun.
Infested Blood Transfusions
Infested Arena 2 Introduces "Infested Blood Transfusions." Each time a Special Infested Unit or Boss is killed there is a chance for them to drop "Infested Blood" when one Specialist picks this up all specialists receive 1 Infested Blood. You can use a new menu to load up a stat tree in which you can further modify your Specialist by injecting yourself with the Infested Blood - Things ranging from increased movement speed, damage, extra shields, armor to having a chance to apply the "plague" or chain explosion reaction each time you attack.
Each available stat change found within the Infested Blood Transfusion Tree is modeled after Infested units you are fighting (Infested Bulwark Plating - Increase Armor +1/2/3/4/5)
Specialist changes
My original plan was to incorporate several new Specialists in Infested Arena 2, but after consideration and plenty of feedback I decided to change the fighting mechanics with each specialist. In Infested Arena everyone had energy and all abilities had close to a 10-15 second cooldown. Many times people would run until there ability was up. This wasn't to much fun. How could I make battle more fun and enjoyable? I decided to go with an action game battle dynamic. Each Specialist now has a total of 6 abilities (up from 4) and cooldowns are down around the 1-3 second mark.
Infested Arena witnessed 5 specialists who almost were identical in operation but with different special effects.
In Infested Arena 2 each Specialist is completely individualized everything about them operates differently from other specialists. Read on for details
A Few Examples of The New Battle System
Seifer's New Battle Mechanics
Built for Tanking.
-Seifer uses fast regenerating Energy to perform his abilities.
-Seifer has a "charging up" mechanic known as Ravager's Roar to boost his attack power and armor. With each roar Seifer receives 1 Ravager's Mark which will keep Seifer's damage and armor up until he uses "Igniting Wave." Once used all Marks will be removed. How do you get the most out of your Igniting Wave? Keep charging up with Ravager's Roar.
Fulgore's New Battle Mechanics
Built for damage from the shadows
-Fulgore uses Fast regenerating energy for a few of his abilities
-The rest of Fulgore's abilities operate off of a combo system known as Marks of Death. Each attack Fulgore executes has a 20% chance of awarding 1 Mark of Death. Other abilities and upgrades can apply additional Marks of Death just by using them. Fulgore can then choose to use his other abilities powered by Marks of Death. Once a Mark of Death ability is used all Marks of death are consumed. Depending on how many Marks of Death Fulgore had when executing the ability will determine the effectiveness of that ability (i.e. Vexing Shadows requires at least 1 Mark of Death. For each Mark of Death consumed when Vexing Shadows is executed Fulgore will teleport and deal extensive damage to 2 enemy units. If Fulgore has 5 Marks of Death then a total of 10 enemies will be warped too and attacked).
Blaze's New Battle Mechanics
Built for Siege and AoE
-Blaze uses Fury to power the majority of his abilities. Blaze's Fury meter starts at 0 and as Blaze attacks his Fury meter will begin to rise reaching a maximum of 100. As Blaze reaches certain thresholds of Fury he will be able to perform various abilities. Blaze also has abilities that require no Fury and will actually add a certain amount of Fury to Blazes Fury meter when used.
-Blaze utilizes "Presences" - Blaze can only have 1 Presence on at any given time and depending on which presence Blaze has on they will positively/negatively effect him (i.e. Fury Presence grants 150% additional Fury increase with regular attacks, Increases damage by 40%, and movement speed by 10%, but at the cost of degenerating Shields, and 50% increased damage from all Infested attacks.)
and much more.
Dead Eye's New Battle Mechanics
-Dead Eye uses Fast regenerating Energy to power his abilities. Dead Eye has the capability of dealing extreme damage to single targets as well as using superior crowd control abilities to protect his teammates. Dead Eye has access to Critical Strike Upgrades which allows every attack and ability a chance at dealing 200%, 205%, 210%, 215%, or 220% damage depending on critical strike upgrade level.
Salv's New Battle Mechanics
Salv can be used to focus directly on damage and AoE or Healing. Salv has access to Quick Access Heal buttons which allows him to cast his healing spells (via buttons on the leaderboard) at great distances. This way Salv can keep track of his teammates health and still remain an effective damage dealer.
Salv uses fast regenerating Energy to power his abilities and has great Crowd Control abilities such as "Mind Sync" which allows Salv to convert up to 10 Infested Units (SIUs included) to his side for a duration. This ability can turn the tide of battle quickly if the right units are "Mind Synced" (i.e. Mind Syncing a Special Infested Behemoth - sends the Behemoth to do massive AoE damage to all nearby Infested Units).
NEW SPECIALIST Psion's New Battle Mechanics
Psion is a new addition to the team and although requires a persistent player level of 7 Psion is a power addition to Infested Arena.
Psion uses fast regenerating Energy to power his abilities. Psion's main purpose is to rain down destructive electrical magic from above. All of Psion's abilities have some form of electrical attribute. Although Psion's Health and Energy starts out low Psion Energy Reserves start out higher than the rest of the Specialists.
Psion is capable of enabling "Flight Form" which increases his Electrical damage and increases his movement speed. Psion can traverse cliffs and has the ability of summoning his favored ally "Arc." Arc's weapon is increased along with Psion's weapon. Whenver you upgrade Psion's weapon the benefits transfer to Arc.
Psion is also capable of restoring teammate shields via the Quick heal keys located next to the leaderboard. Instantly clicking on the appropriate team icon will heal the corresponding teammate.
Persistent Player Level
All of your kills are permanently recorded within Infested Arena 2. Whenever you start a new game of Infested Arena too you will notice that your kills refelct all prior kills you have recieved while playing Infested Arena. As you Level up (via your Persistent Player Level) you will be granted access to exclusive Hero Specialist Units. In addition, you will partake in the Persistent Level Player Stat Menu.
The Persistent Player Level Stat Menu allows you (upon starting Infested Arena) to add upgrades (dependent on your Player Level) to your Specialist. In other words, the longer you play and the higher your Player Level the more initial upgrades you can make to the Specialist you have selected.
when u upgrade blazes armor it gives him armor and 1 bonus armor i.e if he buys 5 armor he will get 10 armor total
when a continue is used all the creeps are just standing around ur guy so a few seconds of invulnerability would be nice
im sure someone has already said that fulgore needs a major buff. i think the best thing would be for him to have an evade, probably pretty high given how much dmg creeps do and how fast they can attack.
occasionally, it will say kill 4 strongholds and there will only be 3. sometimes it will say kill 2 and there will only be 1.
the new version is great overall and i really enjoy it
The new version with bosses on the higher rounds is nice. Gets a little trivial fighting the same boss you fought on round 25 on round 70 though. Would be nice with some variety there :)
Blaze jump seems to work fine so far. I'll let you know if it still randomly screws him over.
UPDATE: Appears that the jump bug is still happening. Heard it from a couple of people in the infested arena channel.
A bug that noone probably saw as something serious, but yet still annoying, and sometimes game breaking is the Stalker bug. For some reason, when hit in the air, the stalker sometimes completely disappears for a short amount of time and either appears right on your specialist, or running back into the map. This seems to occur quite alot, so it's definately not a rare bug. Just thought i'd point it out since it got one of my teammates killed in my previous game. Basically it just disappears in the middle of it jump and appears some random place. It seems like it triggers when it gets hit while jumping, or a goes off when it starts eating off someone, can't tell what procs it exactly, but either one of those things.
Fulgore also seems to be a too weak melee dps. Simply because he gets rofl stomped pretty early into the later rounds if you're not extremely careful. he relies way too much on his Violent Transfer which first off turns him more into a caster, secondly it requires really good movement, APM, and strategy to not mess up. 1 mistake and Fulgore is dead. Just takes away the whole feeling of a melee dps that is supposed to be attached to him. This game isn't very melee friendly at all to be honest. Atleast not to him, since the only way he can be an effective melee dps is running back and fourth turning his invisibility on and off, and which isn't that effective at all, considering that he is a single target auto-attacker. I was thinking about something like a Mirro Image skill like the one from Warcraft 3. Up to 5 clones of himself which each were granted a percentage of his own values in damage, armor and defense, which could be upgraded, and would gain additional bonus percentages for each point put into the ability. This would greatly increase his effectivity in close combat combined with the shadow stance he has, since he's pretty pointless in terms of taking damage.
Going incapitated is also quite annoying right now, as 90% of the time, monsters are standing right next to your corpse, killing you in a matter of seconds once you get back up (Not talking about Continue), you should get a quick immunity when reviving from a basic incapitation.
@Etravex: Go
I can't tell you much else than that it happened when jumping into the same spot as he was standing in. And all of the sudden, boom... Out of the screen, game still thinks that you are there, and you will be attacked while not being able to perform any actions yourself, or see your character. Dying doesn't fix it either. You will go incapacitated, revive, and be in the same situation. So really, nothing to do there. That's all i can say about it. I suppose that this is a rare bug, but it does happen, apparently.
I also looked a little bit into the new upgrade costs on Blaze. The barrel modification seems reasonable for 1500, but the spit-fire modification seems a little too pricey for what it does. Considering that the additional attacks does lower damage than your regular attack damage, and that it is based off percentage, the price on it make it way too expensive to upgrade early on, along with the other things Blaze needs to just be a tiny bit useful. He needs abit of babysitting until he has enough damage output, and dragging the pricetag on it down to a max of 750 would seem reasonable.
He has a slow enough start as it is for his really effective setup, and going for Open Season upgrades early on is not worth it in the long run, if you want to go for the more effective build.
@YinKuza: Go
I have been trying relentlessly to try and bug Blaze out by Jumping in the same position and I can't seem to trigger it. Any other information would be greatly appreciated to help isolate this from happening.
Ok thank you for the info I will look into it. When your team goes incap and a continue is used 2 things happen: everyone is instantly raised from incap with full health and second you receive a cloak and immunity buff. This should be the case.
@Etravex: Go
Hmm, i don't know why the continue thing did not work, but the monsters sure did hurt me when it happened.
I jumped into the same position i was standing in when it happened, simply to just gain the buff. He simply just took off and i wasn't able to perform any actions since he was basically stuck in the air, or whatever that happened to Blaze.
few bugs ive seen, on stronghold level only 4 towers spawn tho it says to kill 8...siu surv rounds in darkness first round which caused 2 people to leavecause we couldnt kill them and lost 3 continues on normal, and when i was blaze i was near the center of the map i rocket jumped to the same spot and i went flying from the center straight up then to the top right corner of the map.
I've played several games and used several continues and immunity Is granted take another look. J will look into the bosE jump somemore where did you try jumping when it happened
Just for the record, Blaze's Jump is still not fixed. Flew outside the screen and was unable to do any actions. The game saw me as still standing the same place, but there was no unit, yet the monsters still attacked the spot, and i kept dying. Hope it gets adressed asap.
You are also not granted any immunity when using a Continue whatsoever.
@greenleg: Go
great feedback :)
Krug's tower seem really powerful and tanky in early game. It have like 5k hp and 50armor on lv5. It seem to make the game really boring in the beginning, cause you just spam tower and the round can be finished easily. Maybe you could make the Tower Upgrade add plus HP armor in addition to damage, while lowering the starting Tower HP and armor. It make the tower make the same transition as the difficulty increased and the more you upgrade, the tankier and more damage Tower can become. This would make the early game more interesting, instead of a snooze fest when someone pick Krug
And the SIU round (team survival) can be passed easily in the later stage, where everyone damage is through the roof and we can just kill the egg, eliminating the whole challenge from the round altogether. This is somewhat true for the SIU egg in normal round as well. Maybe you could scale the egg's HP or make it harder to destroy.
And it seem Blaze these day is really powerful when go through the auto-attack route (just upgrade weapon damage). In the later stage, you can just camp him in the middle of those island and he automatically kill all the wave as they come. The other heroes can just chillout behind those tree and the round will still be won
And I still have no idea what Infernal Armor does. At first I always thought it would make you go glowly and go through super saiyan mode, destroying most of the arena stage xD. It would be great if you could add some more detail about what it does in the Blood Tree
Once items are introduced it will give plenty of incentive to continue gaining levels and playing in general as there will be, for lack of better words, ultimate weapons and armor to obtain that will not be an easy task.
To give a short item preview, terrazine will be a new resource that can only be obtained by defeating bosses (round 5.10,15,20,etc...) depending on difficulty selected will determine the amount of terrazine. Terrazine will be saved from game to game and will only diminish if an item is purchased. There will be 5 item slots and a plethora of combinations of items to equip to change how abilities work, stats,etc... Once an item is purchased it will be permantly bound to your characters. Finding the right item combination to fit your play style will be something to look forward to. I could add in new abilities to higher level players but at the moment it's not currently on the list of things to do. After items I'm going to be adding more arena fighting grounds that players will be able to choose from at the beginning. Achievements is also something j will be implementing. And of course new specialists. I also will be adding in a summary screen that will show how everyone did at the end of the game. Hope these are things everyone will look forward too
Incapacitation will trigger when you don't have enough life or shields to take the punch. For example, if you have 150 life and 0 shields and an abomination hits you for 155 damage you will go incap and if your current life and shields are less than the hit no damage will actually be done on the fatal blow. So for my example you would go incap at 150 life since you couldn't sustain the damage.
Another cool thing would be adding player level abilities other than just the regular ones.
Like ones that required player lvl 10,15,20 etc..and that you can only put a single point into. If not, then perhaps new specialists, but i guess new ones are getting added sooner or later anyways, so there is probably no point in requesting that as you are probably working with enough already.
Right now i am on player lvl 20, and player leveling isn't that exciting as it used to be since there isn't anything else to achieve with it than a few stat points here and there.
ive been playin the game lately and its gotten much better since it started, now i found out(not sure if my video card just sucks) but on lowest graphics if every1 has tier 3 psionic or fire abilities it also causes some pretty bad lagg for every1 in the later levels...ive got a group to go without those abilities once and we didnt lagg at all even when i was playin blaze
Would it be possible to make items other than minerals and infested bloods disappear after like 200 seconds. Sooner or later too many starts being all over the map. I've noticed that Static Arc also causes alot of lag for lower-end computers once 3 or more people has it. It gets pretty bad to be honest. Alot of people die because the lag that is caused by it, making them unable to move properly around.
Also, seems like adding shield regen to Blaze in player setup wont change the fact that it will drain the same amount of shield in Fury Prescence. Just thought i'd point that out. don't know if this is intended, though.
Also, sometimes randomly after using Open Season, Blaze will stand still and not do any actions unless you give him any. This bug is rather annoying too, especially if you're in the middle of a big battle.
Looks like you can get incapacitated before you are even dead too. I've seen this happen with monsters that did far less damage than you had health left, but yet still got you incapacitated. I don't know if it's just me that this has happened too, but it seems a little weird.
Appreciate the thought and time it took for you to provide some valuable feedback. There are many new things in store for infested arena that will be implemented soon through the items system. Many thoughts you had on certain characters will be possible through persistent items that you can purchase. Right now I'm working on solidifying the base of each class and items will be an opportunity to customize your specialist more so than ever before.
A couple comments in regards to what you wrote. Vexing shadows was never meant to be a nuke hence why you are able to upgrade vexing shadows and deep lacerations within the same upgrade. Basically marks of death should be consumed based on what situation your In. Vexing shadows for when wanting to damage multiple enemies and restore shields or deep lacerations for singly target nuke. I like that it forces players to make a choice that requires no energy. Sure violent transfer is a better aoe but it doesn't restore shields. Shadow strike was never meant to be a single build I. Itself rather a complimentary ability that produces one mark of death when used . Another thought on krug and his thermal blade. You have t found the right thermal blade build yet keep trying u will see eventually how powerful it is
Bug:
Thought that this bug was gone, but it is still here, apparently. If a player disconnects after choosing difficulty, everyone else will get stuck after picking their character, only left with the option to leave the game.
Also, the immunity buff should be added when you die also, once you revive you usually have a crapton of monsters standing aorund you which will kill you 95% of the time before you get to do any actions. I suggest a 3 second invulnerability so you have a chance to get back on your feet.
Reward an extra 25-50 minerals for killing mutated SIU's.
Another suggestion would be if you made sub upgrades to Infernal Armor, Static Arc, And the currently taken out poison, which would upgrade the damage output on them making them more effective later into the game.
The new Wind Fury and Barrel Modification update fits Blaze quite well. Loving that he can do something else than just sit in a corner of the map and spam Open Season. I knew addons like those would make him that much more useful. A thing he needs though is a 1:1 ratio on his leech X attack speed in Fury Prescence stance. Right now he is still far too weak to really keep up in that stance, and the leech he has is way too slow to keep up. Also, perhaps up his tier 1 attack damage upgrade from 0.95 to 1.10 per upgrade. He does do a lot of damage, but he does not have a critical addon like others, which keeps him down abit when it comes to the weapon damage early on. Other than that, thumbs up :)
And since we came in on the Air Strike thing, i thought i'd take some hours, or basically the whole night to check out each character and which of their skills or areas that feels underwhelming.
First off we've got Dead Eye. He's an insanely good DPS, which can probably take down SIU's faster than anybody else. Here are some of his abilities that could use abit of change, some of them minor changes.
Head Carver - This ability is extremely strong, but lategame it isn't. My suggestion would be to add an upgrade which can be purchased/put points into after round 25/30, and which halves the cooldown on it. An idea like this for one of all the specialists skills would be pretty nice in general. Also brings more into the game that there is abilities that you need to reach a certain round to unlock.
Dead Eye's Glaive - This ability is quite underwhelming, and compared to his auto attacks and the fact that you need charges for it just makes it a no-go. This thing could definately use some love, or be changed into something else
Thermonuclear Capsule - Increase the range of it by 2 on max level, not the radius as that seems fine. The short range it has compared to other nukes in the game make it too dangerous for a long range nuke as Dead Eye is to use it. Also, adding a 10% scale off of his weapon damage apply to it wouldn't be too bad an idea.
Then we have Salv - The almighty healer:
Medusas Sting: Increase range on it, by like 3-4, and make it a non-target ability so that you decide where to cast it. Having to actually click on an enemy to cast it sometimes makes it quite annoying when trying to fast-macro him.
Fulgore:
Shadow Strike - I tried it for my first time, and i didn't like it. I now understand why nobody else uses it as it is just a much worse version of Violent Transfer.
Vexing Shadows - This ability is not bad, but neither good. Deep Lacerations is a much much better nuke in terms of damage, and much more useful against the SIU lategame. I suggest that this is changed into something like Dead Eye's Head Carver. An ability with a 2 minute cooldown, but which doesn't require Marks of Death to be cast. Remove the upgrades from it, and give it a percentage shield leech as you level up the actual ability. Perhaps the same values as head carver. Fulgore has enough stuff that he needs to upgrade already, so changing Vexing Shadows into this would make it that more useful.
Krug:
Thermal Sight - This ability is way too expensive, and would slow Krug down too much when you look at how much you have to spam his abilities in general to make him useful. I never liked using this, and neither did anyone else, when i asked around about it. The 50% attack speed is nice, but it would just be that much more useful if it was like a buff which Krug himself casted, and not some Stationary thing that would have to stay next to to get the buff. It costs too high, which is too risky later on. If it got reduced by 1 Nuke charge it might be worth getting.
Thermo Blade - This ability is good, but not worth picking over Pyro Charge and turrets. All Krug really needs in general is his turrets, as they are extremely tanky, and does up to 1025 damage each, every 0.70, and down to 0.35 second. Getting Thermo Blade on him is just 1 less turret which is simply not worth it. Pyro charge isn't really something useful either. I tried, and the only thing i found really useful was going pure turret build mixed with attack speed.
Seifer:
The only real problem with Seifer is the amount of kills he is able to get. Picking him basically means that you are gonna get around 1000 kills in 1 game if you last for around 40 rounds. This makes alot of people not wanting to pick him, and since he is a really vital specialist that is needed in most cases to get far, something needs to be done here. I'd say make him get 5 times the EXP for each kill, another source to get exp from, or something like that. Otherwise noone will feel a need to really pick him while leveling up their playerlevel due to the low amount of exp you are given from playing him.
I hope this was some useful info as it took me awhile to test it all out. Cheers :)
@rayinen: Go
Yes I know exactly what you are saying. Unfortunately with Blaze he feels the most pain with the attackspeed 1% increase. However, all specialists player level attack speed increase goes down when upgrading attack speed. Attackspeed becomes extremely valuable late game and since you can only upgrade it 7 times per specialist the initial attackspeed increase is still very desired.
@Westrian: Go
This has been fixed in the latest version. Instead of storing a billion and 1 projectile visuals the Projectile Protectorate now instantly kills all missiles. Tested the lag with 300+ ranged units and experienced no lag