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.
EU will hopefully be updated very soon
Hey, I really like your map but you definitively need to update EU version. We are still on 1.81 and sewer bugs every goddamn game...
@Etravex
I really like the idea of the vile imploders using the armor debuff. I felt imploders have been relatively weak before, and this should give them a cemented spot in the game.
While we're on that, i highly suggest you to re-do whatever resource system or stat reset. You can just edit your save bank file to max lv and max custom resource. Im at level25 with 999 highest round.
But.... don't think you can fix that anyway lol...
@Flipsidiaz: Go
how did they manage to do this? Any information would be helpful
Sever is bugged, i think its something in the blood trees. Once his little severs come out they one shot tanks, and they can not be rezzed, and not even a continue will rez them.
Most likely Thick Hide
Just a suggestion.
I highly suggest that you separate the two maps as you can evidently travel between the two allowing you to just wait out till the round ends excluding boss rounds as no infested can attack you.
p.s- Just played with two people who did this and it is very annoying.
@greenleg: Go
Green, in response to the Cyclops Ray of the Psion, I found one really nice feature of it, if you use Arc, he will draw the minions away from you, Flight will keep a minimum to what attacks you, and Lightning storm will kill tons of little ones while you are focusing your main attack on an SIU or boss for the duration, this is how I use him, 4 abilities together, only thing that sucks is you can't move, but flight reduces your chance of getting killed for staying put.
It feel like Seifer need a reliable slow, something that is castable. Every class in Infested Arena so far have such ability, it would be great if Seifer have access to one himself. Maybe you could weave it into existing abilities
Also, some of the tooltip are unclear (e.g: Seifer's coat of oil, Psion's electrocution chance). You could add like how damage is calculated in those upgrade, so people can make a more informed decision. Krug's thermo blades tooltip need to be updated also, as to reflect the slow ability it recently have. I doesn't even know Thermo Blade can slow infested until I read the patch notes.
Also, some of the abilities are under-used, such as Psion's Entroclopic Ray. You have to stand still while casting this ability, and can't attack (which make the spell damage's stacks wear off). Maybe you can find some ways to developed the ability, and make it more useful
I really liked this map, great work! I'd suggest maybe increasing ranged infested's threat priority, if possible, since quite often they're justing sitting there killing you while you're attacking melee units. Also, I believe rounds should always have objectives, or at least have them more often. I ran into some situations where there were like 3 rounds in a row without objectives, which are not as fun as rounds with them. Sometimes I got the kill SIUs objective, and not a single one appeared, although that may be because I was playing alone. I also suggest changing the propagators spawned by the King Propagator, they drop items and give minerals like the normal ones, so you can just run around waiting the boss to spawn propagators and get the items, even extra blood. Anyway, keep up the good job, I'm really looking forward to the persistent items system ^^
I have received enough feedback on the spewer that unfortunately I will be nerfing it's new ability as well as the ranged infested unit's growing range.
I'm not trying to remove this aspect, but a compromise would be preferable. You don't want to lose the fun aspects of the game that you've been working towards already.
It's not that I don't like the spewer ability, in fact I believe it's kinda' cool. It's just too op. Instead of having stacks putting you down to negative armor. Maybe make it a maximum of about 50% stack. maybe have each spewer have a -5% armor debuff, stacking 10 times for a max of -50% armor. I think that would be fair, while allowing the game to change in the way that you see it. It forces tanks and dps to keep on tabs, but doesn't completely abolish the aspect of tank. although, the drone would add a +50% armor bonus. Maybe 75% max debuff? Otherwise, tanks just get burned down. A tank isn't supposed to run. I've always been a good tank, popping around to make sure everyone on my team wasn't getting hit. Now, though, I don't even have time to do that. I have to run, and if I run to the dps, they get burned, too. And if I run away, they get burned. It makes no sense.
Personally, I will agree that the reward system has begun to suck. Last night I played with one of my usual partners and a new guy. We had an awesome round, we played on Easy just to see how far we could go, I fell asleep at the keyboard I think 6 and a half hours in, if it weren't for the server maintenance on Blizzard I would have seen at least how far I got last night, we 3 ran together until 117, and I think I fell asleep at 137 or so.
Bosses fall off after 100, maxed out skills for all around 120, maxed out blood pretty close too, and the mobs either get too powerful to survive or not strong enough to hurt you, goes either way.
We had for those last two levels 2 tanks, was fun, but seriously, need a new tank character, I love to tank, but am getting bored with no new modifications available for the type of tanking I like to do.
Also, when you have all that extra minerals at the end, what are you supposed to do anyways, modifications are maxed and nothing is able to be done, conversion to Blood or Steel?
Need something to add a little spice, and I will say this, the difficulty has increased on the lower levels too, but without some type of increased reason to do the rewards, it is losing interest, also the new perma items would make it awesome for almost everyone out there, I do know that.
Thanks, and sorry for the rant etravex
@bluetequila: Go
I couldn't agree more. Alot of the fun factor has gone away with some of the recent changes. Too much running around now, and tanking is more like kiting, which is not really tanking because your tank will die if he stands still for just a brief moment now. Too much stuff can catch you and make it impossible for you to even get out of a sticky situation.
These changes affected Savage & Lunatic the most. Even while using tactics that should work just fine, you get caught up too much, and there's not much you can do about it since your tank can't protect the DPS' properly. Teams get split up too much, and running becomes too much, and eventually there's too many enemies which will kill you if you even consider to stop moving, and attack for a second.
As there is a reward system in the game, i think it would be fair for people to get to the point where they feel rewarded, rather than going through a trivial system that hardly rewards them for hard efforts. If you're not able to progress very far into the harder difficulties, the game becomes boring and unrewarding, and it looks like that is the direction the map is going right now.
Actually, I have been in plenty of games where tanks just standing still don't work.
That's when the game becomes fun - but it wasn't because you need to just run around all the time because of the little minions that come ALL THE TIME, it was because of the SIUs.
Stalker gets on you, you lose your shield buff, stuff starts to do damage to you.
I understand that it's really hard to balance SIU vs regular enemies but definitely buff the SIUs rather than the regular enemies, the tanks need to have a defined role - being able to take hits from 1/2 of the regular enemies isn't a very good one.
Don't really need to "test the map" to understand a basic game mechanic.
Now the "teamwork" is just "get a ton of damage so that these enemies can't touch us" and that's not nearly as fun as the map was before. I mean, you got EXP for being hit by the enemies.. and needing to remain watchful for SIU (and relying on your team for them when they come) was fun, rather than just having to micro for several hours on end.
Maybe you've realized what you wanted the map to be the whole time but I think the old way was better. The constant threat of random SIU was more fun, keeps you on the toes without needing to have a ridiculous APM or just resorting to running around the map like idiots not doing anything.
I will be dealing with late game survivability for some of the less weaker classes next patch.
@Oddlot0930: Go
This is not true Taunt actually can be used while moving and has a very large range.
@greenleg: Go
bluetequila do you realize that before the spewer change a seifer tank and any other composition could never move their position? They could literally stay cemented to their current position and not have to worry about anything. This was a boring concept that many agreed needed to be fixed (even for someone playing seifer). Now Seifer needs to move around a bit more WHILE tanking and using Roar. Before you jump the gun and rush to conclusions about how it's broken about an hour and half after the new patch; take a moment to see how you can handle it with a team and then get back to me.
I generally will not listen to anyone who says "broken mechanics is broken" so soon after a patch. Rest assured that if my testers and feedback continues to pour in about spewers then It will be handled. But I do believe the majority of you are overreacting. There isn't a game on this earth that has tanks that allows them to sit there and not move for an entire battle; the tank is required to move with the party as well.
Thanks for the info on the lings. that will be fixed
The new lings hit Psion while he's in the air.
Is the tooltip which reads "Cannot take damage." accurate? Seems the list of things that can target air is growing..
It includes any SIU with an "ability" such as the DoT, knockback, infestor, stalker, overseer... and a few of the normal creeps, and almost all of the bosses, if you were unaware.
They may or may not actively target Psion when he's in the air, but they will DEFINITELY damage and continue to damage him if he gets too close or damages them.
Edit: And the problem with the new untankable mobs is that if the TANK can't take the hits, NOBODY CAN and nobody will. It is pretty much instant death late in the game to try to attack without having some source of damage avoidance, and the tanks get torn to little bits. The Infested Marines tear DPS up when they try to run. It's just generally not as much fun as it was, where you could build a group to your playstyle(s). Tanks still get owned by a lot of the SIU, so making them unviable for the trash (like -60 armor from the spewers..) makes them rather pointless.