Good luck with the website. All of the Bug Heroes guide released under Creative Commons Attribution 3.0 license. Will add to the website shortly.
Nice review, we really appreciate it As for leaderboards, I doubt they will be reset. Fly is not really getting nerfed that much to force a reset imo. And we have buffed a few other characters as well -- for ex the Fly + Termite combo should be just as effective, because you won't NEED Fly's extra gold to build his turrets continuously anymore. We'll see how it pans out, but right now I think the call is we are keeping the leader boards as is. And yes, the reinforcement quest thing is an exploit we'll fix, but since quests are random I don't think it could really amount to but a few extra thousand points in a single game, if even that... and thats if you know about the exploit. Again, I think its not major enough (not in the same league as Boomsticks + Mushrooms for ex) to reset the boards. But we'll see.
Splendid news! I'll be stealing and ripping relentlessly from your guide, then ;-) Ideally, even if the survival thread continues, all the info is added to the wiki as well, for more convenient access. Hopefully, Bug Heroes players need look nowhere but to the wiki for their advice fix shortly With you, Oxinydus and GodSon aboard, relevant info will probably be added in masses, as opposed to my incoherent ramblings
Make sure to let me know when it has a good amount of info inside of it so I can pimp it on our FB page
Oh yeah... Hadn't thought about that. For some reason I kept thinking that the Fly+Termite was going to be weaker due to this nerf. But if Termite's turrets price is gonna be reduced then it'll balance out.
That I will! I've the feeling we will require a few days to arrive at some sort of order and common presentational format
I wonder why it's so much harder to convince Foursaken Media to do a buff than a nerf. Actually I know why. I just thought it's a slightly amusing observation.
Because we all know of lots of games that have been ruined by vicious cycles of buffing A then B then C and then people complain that A is too weak and around it goes. So sensible game designers try very hard to avoid this arms race mentality.
Wow, it sucks! I thought I was on my way to reach top 10 in the Restaurant map on the Hard level, but nooo, I had to escape-teleported into an unsuspecting, heavily spawned areas from all sides ...ending my run at round 13. I think im at number 20 for high score? Anyway, I loveeee using teleports and ant hole with nuke. I use nuke, then teleport or ant hole for fast escape. I would keep teleporting out of the way till I can use nuke again. For grubs siege, I use auto-turret. For multiple flies, i use phase shift to one hit kill all of them. This is my strategy for now and I will beat Oxynidus someday. On ladybug, she's just horrible, or that I'm not skilled enough to use her. Cant you change her final ability to an equipping ability like worm's auto-turret? it can be a shield that allow Ladybug to 100% block all the incoming attacks facing her 'direction' but she cant attack while doing so. So that while i'm defending, i can keep tapping the Parry or Advantage. I can even tap to unequip and use the sword. What do you think?
Hey. Who wants to bet on whether I can or can't get to round 100+ on each map without exploiting glitches and such before the next patch?
Man, I don't know about this nerfing of Fly... I wanna convince myself it'll be good but I dunno. I mean, if Fly won't get extra money from Turrets and such it'll be a huge difference in making cash right? Maybe I'll just have to get used to that. Oh well, still an awesome game, I'm just being selfish, I suppose
It also runs in the opposite direction just as badly unfortunately. Nerf A, now B is the most powerful so everybody flocks to that, so nerf B, now it's C... Eventually you've got a game so bland and uninteresting that people aren't playing. There's just as much, if not more, danger in continually striving to have 9 "balanced" heroes as leaving some clearly better overall. In this example, if everybody was using Fly because it let them make more money, maybe the solution isn't nerfing Fly so much as it is altering the money issues in the game. Making money, particularly relative to the increasing costs, plateaus and decays pretty quickly in this game... so no surprise that a hero that could keep generating money at a fixed rate is powerful and popular precisely because people want to avoid the functional decay of available funds. If you can actually "successfully" nerf that side of Fly you will have also successfully removed the offset to most of his otherwise totally ass powerups and wound up making him one of the lesser favored heroes and he can go stand in the corner with ladybug and hopper.
Or... wouldn't you rather have it as it currently is where ALL heroes are practically invulnerable + get a speed boost with no debilitating effects? The reason buffs are less likely to happen in general (though its not like we don't buff things), is because its generally MUCH worse to accidentally make something OPed then it is to have a hero UPed in a game with a competitive leaderboard where some of the content is buyable (I do not want people to think that those who buy hero packs have an advantage). We want to try to avoid resetting the leaderboards as much as possible, so by taking baby steps to get the heroes balance correctly, we're much more likely to get it "right" then have to continually see-saw back and forth between OPed and UPed. + what Daviddes said has some truth... you start buffing things and suddenly you've set a new "standard." Now everything else seems weak and worthless, and you've got to buff those in order to keep them viable. Ironically what Hannum said about creating a bland game happens when you buff too much and everything sooner or later is just on a super powered even keel. Either that or you end up with just a few "no brainer" choices in both heroes and abilities, essentially eliminating half your options. Besides, you guys are really just talking about the theory of buffing/nerfing... in general the balance is pretty much where we want it, with tweaks here and there hopefully getting it right. And its not like we're removing Fly's skills or nerfing them into oblivion. We've buffed Termite already. We buffed Stickbug last patch with a new ability. We buffed Zapper turrets a while ago, among a million other things. In fact, the only nerfs we've really done is to fix unintended exploits. Fly earning extra gold with "theft" from turrets killing things was stupid and not intended. Give us some credit, come on I think we're more interested in balance then 99% of other games out there. p.s. in general I don't like to think of buffing or nerfing really... its about the big picture. Some things require reworks, which isn't always a buff OR a nerf. For ex one change we just made was to make Lunge a weaker, but quicker recharging ability to give her something to reliably handle groups of enemies better.
Ahh now I feel bad for complaining about Fly's nerf. Ok, ok, I admit, I was being selfish, lol. I'm sure you guys know well what you're doing. It's your game, and it's already my favorite game on iOS, and you guy are just gonna continue to make it even more awesome.
I'm fine with all the heroes honestly though I like and welcome all the ideas that are currently being confirmed and discussed. They all have their strengths and weaknesses and play diversely(as they should). All I would like to see is exactly what you've been doing and thats new abilities added on to the DLC characters down the line as you have been with Ant, Beetle, and Spider. That alone should more than suffice without the need of buffing/nerfing while tweaks are being made. I'm sure the new level, turret, enemies, and Alternate Skin DLC package will probably play as a new game alone so no complaints.
I totally understand the reluctance to buff stuff. It's completely understandable. I was just being playful. I hope you didn't take it as a criticism.
I love that y'all are creating more and more content for this game! It's easily and without doubt my single favorite iphone game and you guys just keep making it BETTER somehow! ARGH can't wait for new skins and mantis and levels and and and... Question for those with some more experience and skill than I have: Regarding StickBug's Protective Aura (or whatever the ability is called where you slap a rune on the ground that heals you and boosts armor while you are in it) - any tips for using it effectively, or should I just avoid it? It seems problematic to use just because mobility is so important, and the only case where I can really use it effectively is when standing near your stash with a tank while defending against a mass grub rush. Soon as any ranged enemies step in I'm taking more damage than the spell heals and so it's better to move, and there doesn't seem to be enough downtime to use it between waves when the game gets harder. So, yeah, any tips for it? Or just avoid it?
Fly needs a nerf, period. And I'm not just talking about his money making. I have undeniable proof. Look at the top spot in Playroom. That crazy bastard needs a life. He didn't even use Termite. If you ask me, he probably got one-shotted by an elephant snail on that last round. I use it sometimes, but only when things calm down, like between waves or so. But it's hard to take advantage of, but if you can, it's rather rewarding. It depends on how you play and what heroes you have really. I find that Fly takes best advantage of it because he can dodge bullets easily while standing in it while firing, and is immune to slime poison.
In regards to Protection Ward, it has its place. Its not something you can throw down at any time and expect it to work wonders though. It can be especially good if you are focusing on base defense, in combination with something like Termites Shield Generator or Worms Tremor Bomb. You can also use it in combination with certain heroes invulnerability specials, or Ants Entrench to just sit there and heal up. Also, we've already made a few tweaks to Fly since the last update... I think his biggest problem is that he has a lot of abilities that are just a tad too strong (not even that OPed by themselves)... but all together their strengths are compounded to make him a bit too strong. For ex some of his cooldowns are a tad too fast, Spin Shot was being used in a role that was not intended (going up close to blast high HP enemies with millions of bullets), etc. We've tweaked him a bit without nerfing him that much, so lets see what happens next update.