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.
Also, the "Kill 500 infested objective" before level 25 seems to be impossible, as we kill everything that spawns, and get to like 250.
Just got back from Vacation. I will be addressing many issues and implementing a new system that I think many people will enjoy in the coming weeks.
To help encourage everyone to continue to play, the more you play Infested Arena 2 right now the more you will benefit with the new system that I will be implementing; so that you don't think that what you do now is a complete waste of time.
Thank you
A suggestion, add a reset button that places your hero in a spot they won't be stuck in, 10 second timer with no damage taken during that time, and it disables abilities like Blazes that cause damage over time to shields. The getting stuck underground is fucking annoying.
Also, as Blaze, I jumped in the same spot I was to get the damage buff, jumped off screen and it broke, yay for game breaking bugs, fix em please. The game is fun as fuck.
There are 2 MAJOR bugs that make me not want to play the game, the first and most annoying, the jumping SIU has put me through the ground a few times. The 2nd is, the initial vote screen needs a 15-30 second timer, if someone AFKs, the game is ruined.
Yay Infested Arena is back!!
Here are some observations...
If someone quits during hero selection, the game just waits... forever.
Salv's blackhole can kill the pods. At max level, it takes under 10 hits and it's super fun! Get a round where they're all grouped close enough and you can have 'em dead and sit there staring at the ceiling.
In general, Salv is pretty OP. Sit in a corner. Keep max level blackholes up to suck in anything that comes near.. drop a black hole on top of a black hole to damage and eventually kill whatever is sucked inside.
Occasionally, the game will bug where everyone in the team can be dead but you won't lose. I had this happen post round 30 with 2 people remaining (salv and fulgore). We had to have been 3-4 hours into the game. Other then that, I haven't any details, and the replay is way too long to sit through.
When you do die, and lose, the game keeps going. I left the game running and had dinner.. came back awhile later.. I was on round 60 something. Dead, of course. The defeat screen was up. But infested keep spawning. In fact, my dude kept reviving himself.. and being instantly killed, seemingly by some trigger. This isn't so bad, but when I did leave, it recorded that round as my top round rather than the round that I lost on.
The 2nd boss can be farmed. It seems like a big change in infested arena 2 is to remove farming, but with a little patience, it doesn't take long to just let the boss live long enough to get a few propagators out and let the farming begin. Most importantly though, it's freaking boring to do, and I hate when groups request that we farm him.
Bosses are too easy. They just are. Even in Savage, it's like... get max range.. and use your travel ability to keep hopping away like a little bunny rabbit until it's dead. If you have Seifer, he just sits there and tanks it while everyone goes to town.
I noticed that minerals and blood are shared now.. and that's awesome. XP still isn't. If you play a real tank or healer role and you forego your damage abilities, you can't get squat for xp. It's horrible and encourages people to not bother with those roles. Moreover, getting XP just takes FOREVER so why not share it and help people get there a bit sooner. It's generally a measurement of how much you've played, not how much you've killed, anyhow.
Plague causes horrendous lag at higher rounds (around 30 and up). It took me awhile to figure this out... everyone knows the game lags to hell once you start getting more and more infested coming. I thought it was a graphics issue - too many models. There really weren't THAT many, but I didn't know what else it could be. I turned my graphics all down to low (from extreme) and that helped but it didn't solve the issue. Then while playing by myself with Blaze.. I noticed it. I'll have 60+ mobs closing in on me.. everything is fine. Then plague triggers.. and I'm frozen. It doesn't matter if the camera is pointed away or if the units are in fog of war, it freezes.. and I'm now convinced it has to do with whatever code is associated with spreading plague around and not a graphical issue at all.
Sometimes, particularly on easy, the objective will be to kill 6 SIU's and not a single one spawns. More frequently, on any difficulty, the objective will be to kill them, and fewer than 6 spawn. This is not fun. It's frustrating. There's also the 500 infested objective, I don't think I've ever hit the mark. Even on Savage, I got up to 450 once and the rounded ended. Thought: make the targets scale with round number and difficulty (as I awesome the stats on the hydra and zergling scale), and make the "random" engine accommodate them so that the objectives can be met.
The hydra and zergling are not fun. One of two things generally happen... either they're much too powerful to kill (early game) or they die in 3 seconds (late game). Occasionally they balance well in the middle game such that you hop around fighting and slowing them and they'll run off and you repeat 2-3 times. This is fun and challenging. HOWEVER, on a darkness level, they're just completely broken and frustrating to find.
Darkness levels are not fun. While it artificially can increase the difficulty, they break the game for a number of reasons. For one, see above.. they make the hydra and zergling objectives frustrating and impossible without some luck. Also, the inability to jump up a cliff - such that, rather than jump up, your unit starts running towards it and waits until it's in vision before jumping - is frustrating. Jumping into darkness on equal level terrain appears to work, but I haven't tested it. Thoughts: I like the concept, just not the execution. To make it even more challenging and to try to get people killed, I'd lower the vision radius and/or perhaps add a chance to miss on all attacks because, hey, it's hard to see. However, to lessen the frustration, I'd let the travel abilities target anywhere - even in the dark - jumping up a cliff to avoid a pack of infested, only to land next to another pack or into the arms of an ultra just screams deliciousness. I'd also allow the map markers for pods and the hydra and zergling to be visible even in the dark so that you can still chase after them and try to get the blood for them.
That's all, folks!
Hey There is a BUG with blaze when u jump sometime u just jump out of the map and u cant play anymore that happend to me 4 game in a row and i still can see blaze on the dashboard but he is not the after blaze is on the last position he was when he jump out of the map even if i am in the middle of the map and he is invisible he take some dmg but u cant control him at all
I have never once played savage because I everyone else always votes normal or hard. That was a example of what I meant, so please, don't insult me. What I meant by that was this, there is no way to tell iof the person got to a high night on an easy mode or a hard mode, and that should make a HUGE difference. From what you say though it doesn't make much of a difference, which imo is a huge failure in the game.
@ace,
if you cant get past round 40 on savage (i say 40 cause thats when the game is at its hardest) then you either suck, your party sucks, or both. most likely the later 2 since 1 person failing changes very little. aside from salv failing with vortex.... that's lost me a game before
Would love to test for you btw
Hey I'm back! This time around I am bitching about a defeat bug. Round 33, other player leaves, I lose with full health with no enemies on the map within a couple seconds of him leaving. Also, the endless quickly gets dull, at least as deadyeye. 7k crits, killing SUI's in seconds, and the only real threat is being overwhelmed if I'm not paying attention since he cant fire fast enough to kill all the mobs. Also, LEAPERS VANISH IF HIT MID AIR. I'm still not noticing any affect from the slowing blood skill. Oh, and items would be really cool. And INSANELY strong bosses in the NO MANS LAND would be appreciated. Oh, and no mans land shouldnt be affected by difficulty, otherwise the NIGHTS REACHED record is meaningless. Did I reach round 38 on easy or savage? Am I unable to get passed 25 because I totally suck or because I refuse to play on something easier than savage? Oh and plague is hands down useless. I still think all of those are lol AND most of your help menus and game descriptions are outdated, badly.
Just played a game for the 2nd time, got to round 35. Founds three bugs:
I can post a replay if you'd like, but it's pretty long, so I don't want to go through it again to pinpoint the times where the bugs occur. However, if you need it, I will.
@rayinen: Go
There's a button to edit your messages when you hover over them, instead of flooding the thread with alot of things that have been mentioned earlier in the discussion.
If things other than the AoE poison is lagging you, you might wanna consider lowering your graphics, and if they're still lagging you on low graphic settings, it is probably time to change computer, cpu, ram, or your graphics card.
But you're right about round 40 and ongoing. There's somehow a secret out right now where you can litterally leave the game afk after that point where you got the right stats set, and the right characters in the game.
here's another update de la cabeza de rainen.
things that cause lag: plague, electric arc, blaze auto attack when maxed out, and with all blood passives
things that are broken: the game after about round 40. right now my team is just pissing around and hardly playing. im sitting in a corner as blaze cause i lag the game.
I've been trying out different builds for Krug and in all situations he just feels underwhelming. The rotating blade is only really useful if you target at max distance, so it does sweeping but it has nowhere near the same crowd control power as the other heroes. The 5 Nuclear Charge skill just doesn't seem worth it in any situation when you can spam turrets, or the rotating blade.
I've tried a mainly weapon spec as well with both the electric arc and plague transfusion (Plague feels very underwhelming as well later game, imo) and it's just hard for him to get many kills. Especially when there's a Psion on the team who just one shots everything.
alright so here's an update to my list. for one, the help menu is totally useless. all the text is stacked and you cant read much of anything.
also open season for blaze is horribly useless. IMO it would be better to, instead of having it target a spot on the ground, have it be used and then it causes blaze to attack 5x the normal number of units, at 200% attack speed. or alternatively it could be another presence that removes fury gain, raises damage more,raises attack speed more, and causes multishot
in short, open season just works far to slow to be useful. not only do i tend to waste my fury because the better AOE spells insta kill the spawn, it doesn't insta kill anything because it does damage in steps. the only time i ever find open season to be useful is when fighting a boss. but even still it's not that game changing.
cool map. almost always the best :) player got to psion which is probably one of those characters u want in every game. game is great until after killing kerrigan and after that then theres no more major bosses. got to level 49 and got bored so gave in since there wasnt anything new.
suggestion: maybe reloop the original bosses and make them stronger. inventory box for additional upgrades. the quicker you kill bosses the more income? less units but with higher hp so it doesnt lag the game. thats all for now.
I've been a long time player of the inf arena game. First time i played was way before fulgore even came out. Inf arena 2 added in quite a bit of wishlisted items I had (persistent leveling and the blood tree) and the new specialists are awesome. With all new additions problems are bound to occur. To keep it short I'll keep it to a list format.
Blood tree: -there are only 3 upgrades in the blood tree that help out with spells. As a psion player this feels like a small slap in the face since after getting 12 blood (which happens by round 10-15 usually) I've maxed out all the bonuses I can get to help my spell casting out. -Something I have noticed is that the blood tree seems to revolve around survival more than anything. Whether or not this was intended is beyond me but it doesn't feel very universal. I.E. seifer benefits from the tree far more then say salv. -also i think a source of lag may stem from the final upgrade under the infection tree (or whatever its called i forget lol) it seems as if there is no lag until that spell gets activated, which is when the game promptly decides to freeze and battle becomes impossible.
Specialists: psion: psion is by far my favorite. I have a request though. In the latter stages of the game when everything is turning towards hiding behind a wall and ranging everything, I tend to have to move up infront of the wall in order to hit the enemies. this problem is reduced thanks to enormous energy regen (thanks in part to persistent level bonus) but it still feels awkward. Also i might add that at maxed level, lightning will ALWAYS hit units in melee range of psion. -It would be nice to have a mineral upgrade that adds spell casting range and, if possible, a second upgrade under the spell tab that increases spell casting range when in flight mode. -make his energy beam attack slightly more desirable. his lightning storm is far more economical and even does more dps with the same investment. you're also not left vulnerable when using lightning storm. i will admit i have yet to see what the tier 2 does for the beam so my opinion on this matter is slightly bias.
Krug: Krug was a big surprise for me. at the time he came out i was 1 game away from getting to level 10 so I was able to use him almost immediately. He quickly became a letdown due to his utterly seem filled build. None of his abilities really work together on account of the lack of ability to even USE them together. the seemingly low rate of getting nuke charges hurts him even more. the blood bonus helps but he is still lacking. also, the massive number of upgrades does even more to damage his abilities to work well together. you have to pick and choose (and in all cases I always see people picking turrets and ignoring everything else) for a unit that needs a player level of 10, I would have expected something a little more. something that i would pick over the other 6 units (krug is my second least favorite as of now.) I realize that, as a new unit, he will have that unfinished feel for awhile but as far as i can tell, the only change he got was making it so turrets have even MORE upgrades. I was hoping for him to have less upgrades. (150 cost, 16 upgrades gives 3.5 damage) -increase number of max charges so he can use his abilities together -switch power up to an ability (passive or active, makes no difference to me) that increases attack speed and nuke charge procurement rate -reduce the overall number of upgrades he has so that even in late game there isn't as much pick and chose. back before the game was endless(?) i would consistently have a rather large amount of upgrades to buy when everybody else was maxed.
That's basically all I can think of for now. I'm sure there's something I'm forgetting
Alright. Just tried the new version, great job, it looks very nice so far :)
Thought i'd leave you some thoughts, suggestions and ideas of mine.
Thoughts:
First off, i'm loving the tier 2 weapon/skill upgrades - brings alot of benefits into the later rounds. Blaze and Krug are still quite horrible late-game characters though, and not something you will want on your team at that point. They're simply too squishy, and their skill combo's brings nothing useful to the team when it comes to taking down larger amounts of strong enemies.
Krug is fine early on. Going Turrets is the only viable pick it seems. And that quickly runs out of viability mid/late-game. The turrets simply dies too fast, and none of his other abilities are going to do much for him. His Thermal Blade is way too random to be useful, and his Pyro Charge takes way too many upgrades to prove itself useful in any way. Managed to reach round 31 with one on my team, but he basically couldn't do anything as his turrets got killed in a few hits, hardly did any damage themselves, and his auto attacks were horrible. Simply not a viable pick.
When i looked at Psion's Lightning Storm, which does around 10 times more damage than Blaze's Open Season throughout 95% of the game, and compared their AoE size, it suddenly struck me. If you perhaps gave it a chance and tried upgrading the area of effect size on his Open Season, maybe, but maybe just then he'll be a more viable pick.
And when i looked at his 2 different forms, he is way too squishy in his Fury Prescence to make it useful most of the time, and hardly does any damage in his Tank form. Problem with Fury Prescence later on is that you will have to stand still to attack, and gain fury, and when an enemy can basically 2 hit you it is a bad idea, this is where i got the idea to give each character a "Maxed level reached", or whatever ability, where Blaze for example got an ability that automatically regenerated his fury. His Tank form also doesn't bring any usefulness into the game later on into the rounds.
Bugs:
Monsters stops getting stronger at around round 40, i think. If your team is strong enough you can just keep going until you get bored, which my team did. We stayed until round 89, and committed suicide since nothing got more challenging.
Fulgore's Violent Transfer can kill the hatcheries/he can damage whatever that is invulnerable with it, and with the new tier 2 upgrade to the damage it has got, it is really easy to kill all of it in a matter of seconds, which stops all enemies except for SIU's from spawning for the until the current round ends.
Tier 2 upgrade to Fulgore's Vexal Shadows only costs 200 minerals to upgrade.
If there is only 2 people in the game and 1 of them dies, sometimes, it seems that the game thinks that there is only 1 person in the game, and will automatically give you a defeat even though the second player is still alive and standing.
Suggestions:
Add a button for people that are player level 5 or less which opens the help menu for their specialists guide. In too many games i am seeing people who picks Seifer or Salv, builds them DPS, or something completely useless, without knowing their true classes.
Dead Eye:
Remove the channel time from his Thermonuclear Capsule. I admit it is a very strong ability, but the channel time makes it a dangerous move later on into the rounds, while none of the other guys have to rely on a channel to cast their extremely powerful AoE abilities.
Krug:
Rework Krugs turrets into movable units, which you can control, and move along with him, and didn't have to place. Something like, for example, marines which can be called down from drop pods. This would also improve his chances of getting them placed properly instead of an area being blocked off by enemies, making it impossible for you to place his turrets where you want to.
Switch his teleport and Pyro Charge, so that Pyro charge is his grenade ability, and add a short buff to his defense on the teleport ability when used.
Make his Thermal Blade go in a straight line, instead of being so random. This would make it worth picking, and upgrading along with his other ability upgrades.
Rework his range aura tower into an attack speed buff. I've been asking around for awhile, and it seems that people doesn't really find the 5 extra range that useful, and that an attack speed aura would be much more benefitting.
Blaze:
Add a critical damage passive that will add 110,120,130,140,150% damage on lvl 1,2,3,4,5.
Maybe it would be better for Blaze if his Open Season got reworked into an activated ability which gave him, for example, +200% attack speed, and +220% damage for X amount of seconds, and some guarenteed splash, instead of a targetable nuke, which is probably the lowest damaging one, and the least effective compared the other DPS' nukes. Maybe rework his protective field into something else, because you can't really stand still with him for too long, making it kind of useless. I've never really seen a big purpose for it in the first place.
And as for Rocket jump - maybe exchanging the jump it has, for a knockback that knocks enemies back when hit, and which lasts the same amount of time as the damage buff, and remove the attack speed buff in exchange for it to balance things out. The jump seems too clumsy and slow, and most of time you have no real escape routes, or enough time to refill his fury. This would also greatly improve his Fury Prescence survivability.
Limit the "kill 500 creeps" objective early game to a lower amount. Maybe start off with 150, and then increase it by 50 each 5 rounds until it reaches 500. My team did not manage to achieve the 500 kills before around round 30 and up. It simply did not spawn enough enemies. Note that we were playing on Brutal.
Maybe increase the specialists level cap to 20-25 and give them a damage/armor bonus passive that requires those specific levels to upgrade, something like a stat bonus in other games. Wouldn't hurt with the little extra health/shield/energy you get from those extra levels later on into the game.
Items/Trophies - Perhaps attach items into the game. Either items you can buy when playing, or permanent items/trophies that grants minor bonuses, like shorter revival time, etc... that you can earn with points - For example a point system that rewards points for doing different stuff, or killing different/specific things. Or item/trophy rewards for completing different achievements.
High level specialist abilities/skills - A unique skill/ability for each of the specialist which they can pick when they have reached their maximum level. Perhaps something that benefits them in their own way. I'd like to think of a passive since passives can bring many benefitting possibilities. Otherwise something else supportive for their own good.
Achievements - Achievements would be awesome, and you could use it for something to unlock new characters, items, or whatever. It would be easy to add plenty of them into the game. Like "Kill 500 enemies in 1 round", "kill Sever, or whatever boss a total of 5,10,25,50,100 times", "Reach round 5,10,15,20,30,40,50,75, etc...", "complete 5,10,20 rounds without dying", and so on - plenty of oppertunities there.
More Boss rounds after round 20 - Perhaps make more bosses, or repeat the current bosses in a much harder state in the rounds after 21. Would be pretty awesome to get an extra challenge while you progress further into the game.
Bonus EXP for completing rounds - Maybe not for the first 20 rounds, but perhaps grant players a bonus of, for example, 0)Easy/25)Normal/50)Hard/75)Brutal/100)Savage - EXP bonus for completing rounds, depending on what difficulty they are playing on.
Player titles - Maybe something that could be unlocked throughout different tasks, or just depending on what level you have reached. These titles could perhaps add minor bonuses to the specialist, or debuffs to the monsters.
Bonus Rounds - Who doesn't love bonus rounds ? ;)
Unlockable/buyable special abilities/specific specialist skills - Unique skills/abilities that can be earned/purchased with some kind of resource earned throughout playing, or unlocked at specific player levels.
Scoreboard - Maybe a scoreboard for kills, player level, rounds finished, etc... It's always nice to have something to compete with in a game like this.
That's what i could come up with for now. Thought i'd open my mind a little more to this, since you seem open to suggestions, and feedback.
Hope this gave you some inspiration, or help to fix the few bugs that i found :)
@YinKuza: Go
Blaze's Leech ability is unique compared to the other Specialists because he fires 3x faster [base] than all the other specialists. When I originally created the leech ability I realize that Blaze was benefiting 3x as much as everyone else which was not acceptable. To compensate, I lowered the amount of Leech to 33.33% of the tooltip for leech so that he is still getting as much health/shields as everyone else but at a different interval. I hope this explains things. Many of the other infested abilities work similarly since they are a % on attack so a unique setup was created just for Blaze to compensate.
As for Krug, I'm releasing a new version of the game which further customizes each individual to a particular class. In other words, when the game starts you will get the chance to choose between different subclass roles (i.e. dps, tank, healer, magic) after choosing this role it will dramatically help you out as you progress in that area since all the modifiers are a % base upgrade. Additionally, I added in Tier 2 Upgrades for several of the weapon and ability modifications so instead of feeling like you have to spread your points of several modifications (not to say you dont have to if you want to) you can choose to invest into one particular modification and even take it into Tier 2 which will enhance that particular modification significantly (right now the tier 2's are expensive but they modify x12 compared to normal modifications). I will have everyone test him out more and see if they feel the same way. Krug should be viable to build multiple different builds and still feel viable. If he isn't functioning this way after this new patch then I will deal with it.
Thank you again