Infested Arena 2
Now On B.net NA and EU!
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.
Yes I know he's technically not supposed to tank, but I'd RATHER tank instead of Arc because Arc has no effects from tanking for me. I still think the Imploders should hit shields instead of going straight to HP, because if they get near you and you're alone, your only hope is flying away or somehow stunning them, and those are you ONLY options.
Did you READ the rest of my stuff? I had a lot more than just "Psion should be a tank" (which seems to be how you read it), and then you go on talking about Krug...someone I haven't played as yet (so have no idea what you're talking about anyway...)
@Sandman366: Psion tanking should die. Every time. You have a full immunity vs everything but blitzers that are one shot with your storm, all with one button press, use it.
Notably, Psion and Krug are far more teamplay oriented than other heroes. Psion has great AoE, but is extremely fragile and his single target damage is very low - but he debuffs the single target to receive 50% more damage and can one shot essentially any trash/ads with storm WHILE locking target down with cyclopic current. This makes him very powerful in a proper team setup.
Same with Krug. He's essentially massively overpowered in a proper team. 50% attack speed buff lifts deadeye from worthless in endgame and average in early and mid to awesome in all. In fact, the second most OP thing in the game at the moment after Blaze air strike crap is two man comp of Krug and Deadeye, where Krug focuses on turrets and NC generation while Deadeye focuses on weapon damage. Results are utterly devastating, as turrets are essentially unkillable fast enough even in end game and do heavy damage, while Deadeye takes care of nastier SIUs and brings slow and damage debuffs.
People who bash turrets as "weak" need to try playing with a proper turret spec. They are borderline overpowered on any wave past 10 or so once Krug establishes the first 5-6 turret wall and trigger is on the ground, as you can solo everything by spamming turrets faster then they get killed and upgraded turrets do a very nasty amount of damage, especially after your farm has grown to 20+ turrets around you towards the end of the wave.
Was play as Psion recently, and was absolutely loving him. Couple problems.
First, the ammo needing skill is crap. Honestly, I don't know what damage it's supposed to deal, but it doesn't. If I'm in Flight it'll hit 1s usually, but otherwise, I haven't noticed it do much. I haven't even bothered to use anymore because it doesn't seem to do much other than slow stuff, and seemingly not well.
Second, for not being able to get ANY life armor, he should get more shield armor upgrades (and perhaps more shields in general/upgrades to get more shields), and yeah he's not supposed to be a tank, he's fragile if you knock off his shields.
Third, remember the "no life armor" thing for him? (Unless, obviously, you get the blood infuse upgrades for him to get armor.) Yeah, having no way to get his HP back up without lots of regen or leech means if any Imploders attack him, you're half screwed. If you can't run away at the speed of light and have to tank them for more than about 3 seconds, you're fully screwed, and cya when you get back up.
Fourth, energy costs. He might have more energy than other people, but he makes up for it (to me, I have only played him and Blaze) with having high energy costs. I'm not talking about his heal or flight mode, I'm talking more about his AoE-max licker rejuvination and level, you're still losing energy faster than I can get Blaze to lose his Fury.
Fifth, Arc is crappyin my opinion. Yeah, he has a nice weapon that stacks with yours. Yeah, you can get him to have lots of shields (which, by the way, the tooltip for his shield upgrade is wrong). There are a lot of problems with him though. First, his health is just SO not worth mentioning, if any Imploders attack him you might as well get ready to summon another-he's basically gone. Second, no Blood things help him, so I want to tank so that King Propagator Thorns works, which basically nulls the point of him. Third, his weapon damage, speed, and range might stack with yours-but effects sure don't. The Electrocute effect from MY weapon doesn't do anything for him, which makes him even weaker for damage.
Sixth, the Electrocute effect is awesome and all, but for bosses after Kerrigan I see little point in having it (unless you've maxed your damage). It's not spell damage, and unless you go spam upgrades in it's damage, it's completely worthless if Hades comes around (and possibly useless even if you max it). And also, the +damage to light/psionic units in my opinion should also give Electrocute a little bonus vs light/psionic, maybe it's just me.
Oh, and something unrelated to him (lol). If you let Kerrigan go through enough rounds without killing her, one round she doesn't kill off the nydus worms and hunt you again. She just stands there, invulnerable. Killing the worms doesn't wake her up either. (I wasn't even really trying to farm her...lol)
Thought I had more....can't think of more for now.....
Id say that Krug is the most underpowered hero for a level 10 hero to unlock. His towers are a crutch, as that is pretty much the only thing he is good at, because if going for weaponry, or spell damage, he is easily outclassed by another hero in terms of thost types of damage.
Some item ideas I have I will list below, I don't have names for them
All towers will leech 5% of zombies max hp per attack, and will give krug 1% of leeched hp from each tower to him (this will give him a more survivalbility late game as he has no armor ups)
Increase turret attack speed by 70%, but lowering damage from towers by 95% (another boost that will allow krug to receive a better boost to survival)
Increase turret damage by 150% ignores 50%of siu armor, but lowering turret armor, hp, and attack speed by 80% (allows turrets to become virtually glass cannons, but slower, pretty much an siu killing cannons)
@Etravex: Go
This game needs an update.
Badly. Slipping to page 3 - and once it goes down there, it may never come back up again.
Just reminding you, if you want to keep your userbase.
It was AWESOME from 1.5X ~ 1.7X when you KEPT releasing updates. I think IA2 was on page 1 for some time. Bring your game up bro..
Item Ideas, I will list for Fulgore, I don't have the name of items, or how the trigger sys works but just some ideas that will give players a variety of builds and not just go mass base dmg
Increase cloak duration +5seconds and spell dmg +50%, but negating movement speed -50%, attack speed -50%, weapon base dmg -50%, (this lets players able to use more spell based fulgore and being safe while cloaked)
Increase attack speed by 70% and adds another attack, but lowering damage by 95% of total damage (allows players to play the tank version of fulgore)
lower the shadow sprint cooldown by half and the mana drain to 20% instead of 50%, increase the aoe effect by +1, but raised the cooldown of cloak +5seconds, and lowers base damage by 30% (allows players to use the shadow sprint ability more often)
adding a backstab bonus item, allows fulgore to do 50%more damage to enemies, if he attacks from the side or behind, 15%chance fulgore will teleport to his enemies and initiate the backstab bonus, but will lower fulgores armor, hp, and shields by 10% and increase cloak cooldown by 3seconds
@Etravex: Go
but...but...we want to have our cake and eat it too!
Besides Joe, he's already mentioned he's going to implement all that eventually. Not sure of the new hero, but achievement I definitely remember him saying he would. Keep up the good work.
Item idea: how bout an item that lets Psion move and normal attack while using cyclopic beam?
@Randomjoe266: Go
You have already asked for this less than 24 hours ago. I don't have the time to respond to every post, but rest assured I read them all.
Right now I'm not working on raising the level cap or adding another hero; I'm working on items which is a monstrous task.
May you increase the level cap, add another hero, and to add even more re playability to the game add some achievements. Like in city of tempest or in NOTD, some achievements or medals people would like to push themselves to get.
Infested Arena 2.0 Sneak Peek
Blaze Item: Projectile Reflectorate
Enhances Projectile Protectorate; when equipped Projectile Protectorate will now reflect all incoming missiles back at the ranged attackers [except bosses].
Reflect damage is calculated as follows: Infested ranged projectile damage + Weapon Bonus damage (weapon bonus damage is the green number directly to the right of your current weapon damage). All friendly Specialists can benefit from this Item: whoever is being targeted while in the Projectile Protectorate shield (as long as blaze has Projectile Reflectorate equipped) will be the one that reflects the damage, they will also be the one who receives the damage and kill credit if the infested ranged dies.
Video Demo - Projectile Reflectorate
I can't wait for the new version :O I think this game is amazing and I play it almost daily~ Just a question though, I finally decided to try out Psion at level 13 but I just can't find a good mix of skills and upgrades and the blood tree line to match him. Could someone try helping me? :3
We are getting closer Timewarp121. There isn't an E.T.A. yet, but getting closer :)
how about an ability for psion where his archon is permanent that would be something worth spending money on
HI how long before new version is out? do we have an e.t.a
@Etravex: Go
Hi !
I completely understand your point of view. This guy just shows up, and begins to rant. He's not amiable at all, but still, he's got a point : offensive spells in Infested Arena are a major issue, that you should tackle. Physical DPS clearly outmatch all kinds of direct damage spells, such as Psion's Cyclopean thing (can't remember the name...) and AoE spell. Every class has at least one spell that becomes useless as the game progresses, because using one's weapong is more efficient.
Why is that ? In my opinion, there are two main factors that account for this situation : AoE spells are meant to deal with lots of units, so they are of no use against any boss, whereas physical DPS enables the specialist to deal with both regular units and strong ones. Furthermore, the lack of upgrades (only two of them - the +10% capacity damage one, and the one that gives you a buff that stacks - allow you to improve your spells) urges the player to focus on physical DPS.
There are some very simple solutions, such as adding another tree of blood upgrades that would mainly enhance spells. And also, consider adding new spells !
Some ideas (without reading all the comments):
Cheers, bender
Yeah but eventually u have to kill the ones that are mind controled. I think Salv summoning Diablo would be awesome. I just imagine him like naruto summoning the 9 tailed fox. He just seems like the guy to do that.
@iXoZTwisted: Go
I personally think mind control is amazing alone. A vile imploder, ib, and mutated behemoth come. Well guess what! They're mine, bitches!
Increase the level cap to 30 and add another hero is possible please, kinda boring not gaining any levels or xp.
How many turrets can Krug feasibly get out at once? I havent checked lately but, for an idea for the carbon steel stuff:
Some sort of item that makes it so it creates a beam between two of Krug's turrets, gun or thermo, any unit passing through takes damage and maybe slowed. A max distance, of course, so you cant create the beam liike across the map or something.
For Fulgore, maybe something tied to his Violent Transfer, like he leaves a trail of fire or acid or whatever the damages enemies that step on it.