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.
@ Etravex
I have that same display, but some people dont, my my display is like shifted more to the left (especially the player lvl) and covers some of my stats, and i have no clue why
EDIT: can u say what resolution u play with? ima fool around with mine some till my display gets better
@Sandman366: Go
The Infested Blood counter is on the bottom right hand corner of the infested blood icon that you click on to bring up the tree. It is there, your resolution might prevent you from seeing it or if you are not in full screen. But rest assured it is there. If you believe this is a fabrication take a look at the recent videos i posted of the new items you will see I have 0 infested blood.
http://www.youtube.com/user/Etravex#p/a/u/1/lKe5ktjqw8M
Yeah bugs....I got another. If you die and Xerxes uses his ability ("Intruders!") and the things hit you, your incapacitated timer is RESET. Yes, I actually managed to spend almost a whole Xerxes dead....and not because it was fast or I kept dieing....I stayed dead -.-
The Infested Blood Counter does not exist on the UI, however it does exist when picking the Player Level Attribute stuff. It'll say how many blood you've gotten there, but nowhere else.
And yes, "Highest Round Reached" should be "Highest Round Reached" not "Highest Round Completed".....because it currently is a lie and says the other....however could be easily fixed: keep whatever system you have of round completed, and when it says "Highest Round Reached" just have it read the number and add 1-it speaks truth.
so their is no infested blood counter, some said their was but they tell lies to me....
Yeah, the shown healing numbers also stop at 128 with Salv's healing skill.
Btw, I once came to round 150 (nearly 8h playtime o.O), and now it says I came to round 149. I think the stats show what your highest COMPLETED round are. It could be expressed a bit clearer though.
I like the map really much, but after I've been in round 150 and played every character, I don't see much sense in playing it any longer. What is my goal? What can I still reach now? A higher round than 150? Forget it, too much time. At about round 100, the game starts getting quite boring. I think, there is too much wait time between the rounds. At the beginning, it's OK; you have to regenerate and gather minerals. But when your walking speed is 15 and you upgraded meditation just once, there is no need for more than 10 seconds between rounds.
I'm looking forward for version 2.00 and the inventory :-)
Other than there being a boss on round 30.
Another bug, when you Flash Recharge it puts a big blue number over the person you used it on saying how much you healed-unless you heal over 128, then it just shows 128. I know this because I was healing for fun and wondered why it was saying I healed 128, when at one point it said 128 I was actually healing 360.
i really don't think there's a last round. I got up to round 122 it's not much different than say round 30...
I just changed my highest round reached from in the 40s or 50s to 110 =D
Anyway, Krug doesn't just use turrets as a crutch, they're his way of tanking if he wants them to be. Also, damaging abilities seem to stop short, I was Magical DPS Psion dealing a lot more with my normal attack than I was with Storm (I had maxed almost everything by this point, my damage was as high as it could be) and Storm was really just for when a boss came around that I needed something to ignore armor with.
Perhaps it was just us (maybe, it was set for 4 and the 3 of us went like 80 rounds, thhen it was 2 of us and we still went like a dozen rounds) but when it had "Infested Kill" after wave 50 or 60 there was just no way in hell it could be possible to kill that many. When you've got like a dozen drop pods doing 10 a spawn, and you're supposed to kill around a thousand infested, it's just not realistic.
Late game (round 90+) we were doing much better against SUIs than normal stuff, and if we got Skewer, Shraplit, or Strongholds, then the objective was completed in a couple of seconds. SUI rounds weren't blessings from the blood (which we had ups and downs with), but they were blessings because they were just so easy. It was also a shame to find that there really are no bosses after round 100, we got to 105 and I was "Aww..."
The "Highest Round Reached" is a LIE! We got to 111 and we could've fairly easily beaten it, but we left thinking it would then say we reached 112 (111 is just a nice number to end on), and it now says we got to 110. I know this is a bit silly to fuss over, but it still lies >:(
Wish for tier 3 upgrades in 2.00, but you shouldn't delay it a lot just for this. (Any kind of ETA on when 2.00 is coming out? Day? Week? Month? Anything???)
I know you're busy working on the 2.0 stuff, but something I've noticed for a little bit.
On the "Kill X number of SIU" Objectives, sometimes the map won't spawn the needed number of SIU's to fufill the objective, or if it does, then you have about 10 seconds to kill like 3 or 4 of them. I'm not sure if you can script those specific rounds to spawn a little bit more of them, or sooner, but if that seems impossible then maybe just get rid of that objective in favor of "Team Survival/SIU" round.
I like the sound of an irradiate effect for the capsule shot, he'll probably make it one of the items :P And yeah, a proper stun instead of no movement would also be nice, especially since it says STUNS ENEMY and not "Immobilizes enemy"
Also, we should get mutated propagators in my opinion. All it'd really do is give the propa bonus armor/hp and the festerlings would also get "Mutated" effect.
Perhaps we could get multiple bonus objectives in a single round? Like, if the game is REALLY mean or nice) you get "Kill LOTS of infesteds", "Kill Skewer", "Kill Shraplit", "Kill Strongholds", AND "SIUs Killed" at once. (I almost put "SIU round", but it wouldn't be possible to get "Kill X Infesteds" unless you got like 3 propagators lol)
"Uber" SIU also sounds cool. Perhaps a (very) rare chance for a boss to get Mutated? And I thought of a forumla for blood drops.... [6-(number of players)]*7%=drop rate. 35% drop rate on a solo, 28% with a buddy, 21% trios, and 14% fullhouse. Oh, and can bosses get a lot higher of a drop rate? It just doesn't seem right to kill a Regenerating Hades when 2 people have left (leaving 2 people there to kill it, very slowly) and not get much of anything for it other than some money and steel
What are prices going to be like on the items you're coming out with? It just seems like people are saving thousands of steel for these new items that'll probably cost like 50-100 steel, or people are getting 50-100 steel when the cheapest thing is 1k...
Something the game is in dire need of at the moment is a re-scaler. Yeah, stuff has MASSIVE hp if you have 4 people. Great, it's still got MASSIVE hp when everybody else has left. You get a boss with 1m hp, and you're ALONE, and they didn't even leave you much money when they left (This...basically just happened....me and a new person got past boss 5 i think before the worst Blaze EVER left [he should be banned from Blaze and perhaps the map, he didn't listen AT ALL nor say anything and didn't even get leech, but did spend blood] then later our tank left without warning. Thus, we got a regening Hades who had like 400k shields and it took forever to kill but we managed to kill it....eventually was only one left and nearly lasted a round [one more second and I would've passed it -.-]
@Otakuma: Go Well if I ever play a custom with other people [rare] it's not FH before we start, I just notice it on this because I'd like to know what we're going to do before we start [random people...] and there's only 4 slots to fill lol
@Sandman366: Go
Every custom I know auto-starts at full house, try some other ones, they should all do that.
Question: Is there some reason lickers stop licking(capturing) people later in the game? They will still try doing the animation they do to extend the tentacle, but nothing comes out.
Suggestion: I'm sure you've said this before, etravex, that you want the SUI's to be more of a threat. I propose you make them a bit more important in the grand scheme of things. That is, increase the exp they give, maybe give more money per kill. I mean that in particular for Mutated SUI's. Right now they're really not that different from the normal ones. Why not make mutated SUI's really stand out from the normal ones, or even make a level of SUI higher than mutated? That is, give them like 10x the HP of normal, more armor, more damage, make them bigger and give special abilities. Could make that a bonus objective as well, to kill one or two of these "mini-bosses" in a round. To compensate for the higher difficulty, they could give more money per kill and more exp than normal. Could make them slower to allow players to avoid them if they want to. Regular SUI's could also do with some buffing.
Although, insectipedes are pretty imba IMO. I don't mind the range, or that it can kill you in 2 shots later on, but at least decrease the slowing effect to weapon speed. As it is now, even if you get close to it, unless you're cloaked fulgore, blaze with bubble or flying psion, it will slow your aspd to nothing and you can't kill it, even if you get close. If you prefer to keep it this way, I'd like your reasoning.
Well, this could be another item idea for Deadeye: give thermo capsule the ability to stop movement AND attacks for 6 seconds, instead of just movement, and may be add irradiate effect based on ability/weapon upgrades. It's radioactive after all.
But well, this is for after the item system gets done. Keep up the good work.
Oh another thought, I don't remember other maps auto-starting when the lobby fills, is that an IA2 thing or just something I missed in patch notes?
Here's the part where I hope Etravex doesn't just dismiss the last paragraph in my previous comment entirely......lol.....(felt like I was rambling near the end of it...heh..)
I know the shared kill money thing, keep in mind I solo a bit to figure out the guy, and THEN team (if I even want to team, I haven't teamed much. I was player level 6 or 7 before I did first non-solo)
And anyway, it doesn't matter if everyone gets money for a kill unless everyone is pouring into a single person if you kill everything possible even without a team. For "killing stuff fast enough" on my Krug solo I was doing fine up until around Kerrigan, and after that it just went downhill. It wasn't so bad at first, but it just got bad, fast. I mean I was doing fine until after first NML boss, then I just couldn't keep up with kills.
As for the different upgrade stuff, I was thinking perhaps turret damage and Krug's damage share upgrades, similar to Arc with Psion. I wasn't thinking +1 range an upgrade, more like +2 or 3 for the whole 5 upgrades; and their attack speed is kinda slow, unless Rapid Fire triggers, which isn't exactly a great chance anyway. For their "armoring" upgrade I thought perhaps instead of damage/health (since they could get damage with Krug) they'd get some HP and a tiny bit of armor instead, actually armoring them instead of giving them bonus damage and slapping HP on them so you can call it "reinforcing" them. But the +vs Light/Psionic I would definitely like, or at least +vs Light because enough of them can hit a SUI fairly well, but without massing upgrades they're kinda sad for crowd control (perhaps it's an attack speed thing).
I did notice while farming Propa King for a bit that turrets were crap against a festerling mass, they could tank for a bit, but they were crap at crowd control themselves, which is where I tried using the explosion one (I didn't have good area on it), which was okay-ish, but lacked the crowd control I wanted that I found with the saw blade thing. If you plan on mixing upgrades, I don't think having ALL upgrades put into one is a good idea (but you probably thought of this), because once you max the one upgrade all of your skills are uberfied. But when you DO mix the upgrades, I think the saw and explosive would be good to mix together, as they're really his main crowd control abilities.
If anyone has any problem with what I say, it's my opinion, that we're all entitled to, and don't have to give. Mapmakers tend to like feedback, thus I'm giving mine, and if you don't think what I think is good for the map, then why don't you do what may actually be the best option: SAY SO. How is Etravex to make a map that everyone will like without the opinions of every possible person to make a hybrid of what we all want from the map so that we all have something to get from it? Simple: he doesn't. State your opinion, give an explanation, and personally I'd say unless Etravex doesn't want your possible solution, you should give it. He may end up liking it and using it. Thus this absurdly long paragraph about opinions/ideas: it is extremely rare for a map to be widely loved with only the ideas and influence of a single author. It takes many collaborators (example: us, here, now, commenting on the map) for a classic map to be born. I'd say Etravex has sent a Classic Map Pod down, it's up to us (especially him) to keep it from getting killed before it pops, there are many critics to please, and it's not easy without a collective of ideas to pick through for the good ones. Your ideas could include the next great part, mention it. (Okay, enough rambling for this comment.....slay on!)
@Sandman366: Go
You guys are cracking me up. :) Anyways, Sandman366 keep in mind that whenever a specialist makes a kill (whether it's you or not) everyone gets minerals for it. Essentially, if your team is new to the game and doesn't know how to maximize kills efficiently. On top of that if you aren't doing the bonus objectives then your mineral income is going to be much lower than a group who is killing a greater amount of infested and finishing each objective. To put it in other words, I've been Krug with max armor upgrades and kept up on tier 2 upgrades for turrets fairly early in the game.
The game will only get progressively harder if your team falls behind in killing units and finishing objectives.
Many of these aspects will be altered in 2.0 as the balancing will be changed dramatically. And I'm in the process of consolidating all ability damage upgrades into one single upgrade. So instead of having to invest into different individual skills to maximize that particular skill you will be able to utilize all abilities and still do significant damage if you choose to go an ability damage build. So your money will go further. Plus it will break up the monotony of spamming one skill because its the only viable skill.
Oh, by the way, found something annoying though it's not technically a bug I suppose...in the "Help" thing with the tips when you put a picture in, the next line of text is on top of the line of text after that, making most of them unreadable eventually (You've got a lot of pics and few lines :P)
Well sorry Mr. Player Level 25 who knows every tip and trick in the game, I've only just gotten level 10 today (and I gotta say, Krug sucks...lol...) and I don't know how exactly to solo 3 mutated imploders on round 1. Wait, why the hell am I sorry?! YOU'RE the person claiming to know more than the maker does! (And if you're not, stop giving that impression)
And no, flying and kiting doesn't QUITE solve every problem you could ever have, unless you get crazy energy regen, and armor on top of that-because you have to wait like 5-10 seconds before the next flight, and it costs 35% energy, so you can't just use that to become invul and storm everything to death.
The only SUI that I think is in any need of any kind of buff is the boomer, because if it gets to you it's not usually the end of the world, and it's kinda the easiest SUI to kill if you can keep if away from you. If you can't...well....you shouldn't be getting 1 hit killed from a stupid baneling, and you suck anyway.
And another thing: Flying and kiting DEFINITELY can't solve everything, because I know that there are a couple of things that can still hit you while flying (Skewer, Shraplit, Desecrater, can't remember what else but I think there were more) so NO, even when you fly you STILL can die (even though you're not supposed to lol...)
But anyway, yeah, I agree, Krug is crap. I was on round 28 making turrets then running (because I only had 10 tier 2 upgrades for them, rapid/timer were maxed) and was level 15 I think. I think my mistake was getting some armor instead of maxing out turrets more...which really is quite sad. I got very little damage for Krug and he reminded me a lot of Deadeye-can be good damage if made right, and if you gotta tank, you're screwed. I used the things that cost 2 charges a bit when I was farming King Propagator (I farmed a while and I swear blood rate is less than 14%, had a solo today, round like 6-7 and still no blood drops, farming king a while-very little blood) and found them good for weakling stuffs, but unless you go spellcaster with them I doubt they'd be very good long-run. Overall nice, but without those turrets (which needed some rate/armor/range buffing, have to max them to tie with infested terran range? -.-) he's utter crap. I did think the generator was nice though, if a little expensive...
@Sandman366: Go
So your only options are flying away and stunning them. How many more options do you want? Do you think that you should be able to stand still and kill any SIU with zero effort? The game is easy enough as it is, the only real threat are imploders, stalkers and lickers. I say that we should actually bring up other SIUs in line with them, and then some, so you can't solo kill them so easily. This is a team game, yet most of the time the team can spread out and defeat almost every wave with zero team effort.
So there's your answer. Yes, you should fly up and kite the imploder from the air. It takes minimal effort and counters pretty much anything in the game.
Played as Dead Eye for the first time...(lol)...actually didn't find too many problems with him. Great DPS, even if he's hard to control properly. By that, I mean he's got 5 different attack upgrades, 2 are useless on a boss, and 2 are spell damage (and weak for the cost). I love his glaive move-seriously, I do. It's just too easy to spam it and use up all of the ammo...and the damage upgrades seem a little weak. The nuclear shot thing is also very nice, and upgrades are a little weak (then again, it does ignore armor...it's just weak when stuff has 10k health and you can barely afford upgrades) but it's still nice. The problem for him, in my opinion, is that you can't work on anything overall-you go physical DPS, or spell DPS. And you really can't rely on Glaive for damage, because it needs ammo, which is a shame because it is just SO useful for crowd control damage (but it takes a lot of upgrades to only need 1 shot for groups).
BUG: "Stop" command did absolutely NOTHING for me as Dead Eye. I could spam it for a week and he wouldn't even think about stopping unless you told him to. Doing another command will work, just..."Stop" doesn't do anything. (And occasionally after using a move, his attack speed was kinda slow. Yes I had Pyro Fury for attack speed, and it wasn't that...it was just...really slow anyway...not like pointless slow but it was wierd that it was so slow)
PS: Perhaps you should nerf regen on the "Regenerating" bosses when there are fewer people. I got a Regenerating Xerxes with 201 armor and I had to leave because I couldn't hurt him...his regen was just absurd....(I know there are probably people who can DPS him solo, and granted it was my first time with DeadEye, but I'd expect a DPS to be able to DPS a boss into submission -.- and the angry slipid before him was way easy, just long...)