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.
Found another bug.
If Salv spawns a Black Hole while a Stalker is about to jump him, and ends down in the Black Hole after it has knocked Salv over, or whoever it jumps before it lands in it will stay down permanently. Enemies will not attack you, but instead you will be completely ignored and treated as if you were dead.
And the Continues seem quite useless once you reach the higher rounds. I would suggest that when a Continue is used, players are granted a 5 second invulnerability with the ability to walk through enemies, e.g like when you start gathering minerals with an SCV in the regular SC2 RTS, so you have a chance to actually continue playing instead of getting killed half a second after everyone is revived due to the mass of monsters around your corpse.
31 is easily reached with most builds, on most characters, and on savage. I guess it comes down to peoples individual playstyle. I mean i easily got to round 52 on Savage with the turret build, but died since i started placing my turrets on the items.
I guess it's cause i see viable builds as those i can get past round 40. As long as a character has atleast one build that is able to do it, i don't care about the rest, since that is all that matters. What else that really matters is viable picks past round 20.
Here are a few builds that i like in my lineup, and which i, myself think are viable.
Black Hole Salv/Pure Heal Salv.
Pure DPS Dead Eye, focused on auto attacks (Ultimate SIU killer).
Pure tank Seifer (Only viable build).
Turret Krug (I give up on the others... Tested it over 10 times with each of the different options and stats, just doesn't work, even with fast macroing).
Storm Psion (Only viable build)
Pure Violent Transfer Fulgore (Why would you ever go anything else ?), who doesn't like 1 hitting everything throughout the unlimited rounds.
Blaze ? No, he's a horrible tank, and a horrible DPS. I very fun character indeed, but after hours and hours of testing him out with alot of different builds i gave up, even though i love playing him. Needs some viable options past 20 to be considered a viable pick. If you want a tank, just get Seifer. Any other DPS steamrolls him when it comes to effective damage dealing.
I know that i'm not the only person to judge this, but i probably share these oppinions about the individual characters with a high amount of the player base.
@YinKuza: Go
I took Krug on Savage all the way to 31 with Thermo Blade and another game with Pyro Charge. You must be doing something wrong if you thin kTowers are the only option.
As for the turret bug I will look into that.
Guess Krug is back to the state where it's turrets or nothing. Atleast they're extremely powerful with their 1025 damage when maxed, and easily spammed down.
Although that, he is still squishy, but he should be that way since the turrets are really tanky, and can hold the monsters back for him to build up nuke charges.
I found a bug with the turrets though. While the placement seems ALOT better now, without having them disappear and drain your dear nuke charges, there is still 1 thing really annoying bug that makes them disappear and still drain nukes.
When they are placed on top of items (Health bonuses, shield bonuses, Bloods, Minerals, etc...). When you progress to the later levels such as 30+, items starts dropping, alot. therefor you're easily getting caught up wasting your nuke charges on life saving turrets, which those pesky items prevents you from placing.
I hope this bug gets adressed soon, so i can reach the same rounds with Krug as i can with all the other characters, except for Blaze, cause he is a weak little turd, (no really... He is) ;)
@Xcracker: Go
Glad to hear Xcracker. Krug is harder to grasp but powerful once learned. Keep it up.
@SwarmLogic: Go
Thank you swarm for the feedback I will look into the passive stance issue. As per your comment concerning items in regards to kills dont worry I realize the cap is 63535. This will not effect anything no worries :)
UPDATE
The bug that occured when someone leaving and the continues being eaten up and the game ending in defeat has been resolved.
Awesome game! I'm starting to learning Krug's mechanics, seems great so far.
Love the game, played far too much with no plan on slowin' down! I've reached player level 13 and have been using Krug extensively. The improvements to the turrets have been wonderful, but I have a couple smaller things I've noticed:
-After completing a 'Charge Up' Krug is apparently in a passive stance and will not begin attacking enemies until order. This isn't a huge issue, but something I've run into.
-My kills have been long capped at 63535 and hasn't budged for a long while. This may not be within your control to fix, but I know you said you were considering adding items, and my worry arises if those items are based on kills.
-After the continues feature was introduced, I've been in two different games where the host left (of his/her own volition) and the 'continues' got eaten up, resulting in a loss.
-Not an issue, per se, but I would LOVE to see some added material to the infested tech trees!
Thanks for your hard work! If you need a tester for specifics, SwarmLogic.820
@MySassyAssy: Go
This should be fixed in the newest version 1.56.
Just played another game where a player dropped due to lag. One guy got incapacitated afterward and then we all dropped =/
Added a Continues feature in the latest addition version 1.55. Depending on the teams difficulty selected your team will be grants so many continues. When the team falls victim to incapacitation a continue will be used up and all Specialists will be instantly revived to full health. When the Continues run out the game will end.
I do realize that working hard to get to a high round is difficult enough and sometimes, because of the randomization, you get a mixture of units that thrash your team, well the continues are for this very purpose. Let me know what you think.
No there is no way for me to track each individuals myself, rather the bank setup keeps all information for each individual person. There would be no way for me to go into the map to see who has the highest kill record.
Just curious who has the highest kills recorded? Could you tell me how much ive played compared to others?
@iXoZTwisted: Go
getting kills after you have reached level 15 will not allow you jump ahead when I increase the level cap. However, with the new Item system that I'm implementing I will be rewarding those who have played more than others with a bonus pool of a special resource that is used to purchase equipment.
@SnipingHobo: Go
Thanks Hobo for your feedback. A lot of those things are minor errors that I will have ironed out now that they have been brought to my attention.
The reason Salv has an attack speed upgrade and other weapon modifications is because I never intended each person who picks a class to HAVE to follow a certain roll. Salv is a viable option for upgrading his weapon alone and pushing out some killer weapon dps if someone so desires and attackspeed helps with a build such as that. On the other hand, if someone decides to go a healer route they can do that as well.
The current map uses a rather big private dependency that I've published and I am working with someone to publish on the EU servers as we speak. Once we get through this Hiccup it will be up and running on EU
Hi, any ETA for the EU release ? Plz give us a news about it, we can't wait anymore ;) !!!!!
Hi, Ive been playing this map for a while and have a few suggestions. I havnt played as much after the most recent patch so pardon me if some of it have been addresssed.
1. Krug's help displays Psion hero tip.
2. Krugs Pyro Charge Skill description mentions that the splash will result in both 1/2 (when in leveling ability) and 1/4 (in ability description) of single target damage... which one is it?
3. I think that Krug's charge up ability should continously produce charges up to a certain duration (adding an upgrade for extra time would also be appropriate). This would go well with a Turret build Krug as he can spawn turrets while charging up without interupting the spell. As it is, the spell is not very useful as it cannot be used in combat and furthermore, attacking with the +% charges blood skill seem to be more efficient.
4. It seems that spell casting dominates physical DPS build. All spells will one hit kill minions and do high damage to bosses (when upgraded), and the fact is most spells are easily spammable. The trick is to max upgrade the AoE spells + mana regen. A popular example is Fulgor's Violent Transfer. Spamming it is unstoppable.
5. The healing subclass is useless when you compare it to the others. +20 heal is so negligeable over the +15% spell dmg when you consider that heal takes 35% of mana and heroes usually have over 300 hp. Besides, a single Tier 2 heal upgrade gives+20 heal. So that option definately needs to be buffed/reworked.
6. Krug turrets are great up to a certain level, but they eventually become useless as enemies destroy them easily and they cannot be spammed because of the 3 required charges so you likely wont be able to build a decent number of them to withstand later levels. Turrets are also mostly useless on some of the creep aura bosses since you cant create them in range. it would be great if there was an option that, if turret cannot be spawned at a certain block, then charges would not be dissapear for nothing and instead get a warning to avoid wasted charges.
7. Some heroes are not specific/unique as they should be. An example of this is Salv: he is clearly a healer/spellcaster. So.. why does he have a skill that gives him +% attack speed? That is useless. So I suggest having more appropriate spells.
8. I noticed that when atleast one person left during the difficulty selection screen, the game wouldnt start when the remaining people choose a difficulty.
I apoligize for the long post and if you disagree with any of the above.
So if i get kills now, will it count for level 16? or 17 and on?