It’s nice to hear that you have plans for the game. But I have some doubts about the new bonus round final boss. It will shift focus on single target dmg while bonus round is more about multi target dmg at the moment. Also how are time warp abilities going to work with him and what about stun lock? Also which armor type will it have? If it has a normal type some towers will be better than others. If it has the special type shadow and stonecutter temple will be useless. While they are very good for endgame now.
Bonus round bosses should have more resistance to crowd control, maybe 50-80%. For example, normal creeps are stunned for 0.8s (beavers attack), special bosses should be stunned for 0.4s-0.16s Or keeping the CC duration and reduce the chance of CC. E.g. Beavers have 10% chance to stun normal creeps but only 5% or 2% to stun special bosses
Hi, i am so glad that you are still working on this game. I play it from the beginning with a loong break, but started now again. I Like the way the game is going. But i, too, have doubts on the bonus round. And i agree to the former suggestions. Plus this boss shouldnt be stun-/freezeable. Maybe to a max freeze down to 5% or something.. Maybe dimishing return?
I'm currently evaluating the option that bonus round creeps will keep spawning while the final boss is slowly moving towards your base. That way you'd need both aoe clear speed and single target damage for the final boss. And yeah, the final boss should be very, if not totally stun and warp immune. @Kami good point about the armor type, haven't thought about that yet. But you are right of course! Maybe rotating armor type every second?
To be fair amor should be 100% for any type I think And is the light damage type neutral? It will be fine my opnion boss should be very fast when it gets to the end point discount life 10% and come back to the start point till die while creeps keep comming So life pont and slow, especially elvis are meaningful short range towers and splash too. And not to give too much power for 3withered set
I mean if that boss has fal, vex, ber or zod (challenge) armor. I thought cycling that every second would be fair for all players, regardless of their strategy / tower setup. Interesting idea, I haven't considered player life in the equation yet. Thanks!
"All the new content will be available in season mode only. When the season ends your collected experience and cards will be merged back into standard." How long will a season be? And the down-time between seasons? "After surviving 5000 seconds you will face an ultimate final boss encounter." Will this be similar to other TDs where when the boss has a certain amount of health and runs through the maze over and over until it dies or until the player runs out of health (thus a better "average" of the damage dealt over time), or does it only run through once with unlimited health (ie, damage test), so you only count that amount of damage?
The season will last until the next season starts. When I look at my current development speed, that's probably going to be one year ^^ Not sure about the boss mechanics yet. Will need to try out a few variations and see what works best. What I'm quite sure about already is that the boss will be immortal and the damage dealt will be converted into bonus round seconds. But I need to find a way to account for remaining player health too. TheMarine has suggested an interesting solution for this.