Actually you guys are somewhat missing the point One of the best effects of Poison is that it actually allows Spider to be able to handle herself in a huge cluster/fray much easier... I know you were saying she's not good in those situations, but thats what Poison is precisely for With the massive slow of all surrounding enemies, she can weave in and out even into huge hordes without getting hit, while also doing residual damage ( can kill a flea in 7 seconds, and can kill an armor ant if you keep it poisoned). Just keep in mind what Poison is mostly meant to be used for: to control hordes via speed debuff, and to kill off surrounding small bugs (fleas, ants, grubs). Your play style may make it so you don't need it or prefer it, but its definitely a viable option. P.S. don't know if I mentioned it, but I added cooldown info int the equipment descriptions in game, so you should be able to see some of the balance nuances now and get a better informed decision on what to buy (smash em with 60 second cooldown/650 damage vs assassin bomb with 100 second cooldown/2000 damage for ex).
poison cloud poison cloud is a necessity for my style of play on kitchen... when I need to take out grub launchers, (or need to do anything away from my base in later rounds), I activate superior assassin and poison cloud. if it weren't for poison cloud, I would would quickly get bogged down really bad by the baby spiders. and I do find plasma canon useful at times...
Ooh, these are some nice changes. I may have misjudged Plasma Cannon, but I still prefer Executioner. 10 seconds less cooldown, $200 less, 200 damage done evenly to a wider area, chance to hit critically, and scales with weapon. Did I get all that right? As for shoulder turret, for the life of me, I can't make real use of it. Most enemies' armor is too much for it to do significant damage, and the ones that do take damage from it, such as flees, aren't ones that you'd want to use Ant against them anyway. Oh and question. Are Stampede and Squash 'Em affected by Colossus and damage buffs?
Should be fixed I believe. Adrenaline and Colossus only affect regular attacks by a straight up amount (not a %).
If I am allowed to geek out and make the world of warcraft comparison, using spider poison to slow bugs you do not intend to deal with *is* something I use it for...but it doesn't seem coherent. Spider's purpose is agile-yet-vulnerable high single-target dps. Like a rogue in the WoW. Now, when spider is off his main target stunning down (not stunning or pushing back, but just "slowing down") other folks with a quick dash of poison, she is doing 0 dmg to the target. It puts a squishy in bug in melee range of it's non-targets to apply a non-stun/non-pushback. In raids, they usually don't make the rogues run halfway around the map CCing things, because their damage contribution drops to 0. That's what ranged classes are for. They can switch targets without positioning being such a crucial issue, as it is for spider. Likewise, beetle's earthquake and ant teleport are much less positionally-exacting than poison's small range and duration. Compare that to the stun/pushback (with less cooldown) of ant teleport, which I would use in poison's place any day of the week even for that one specific purpose (then switch instantly from and to spider and run up to wail on my original target). And spider poison doesn't really benefit at all (unlike pashback / stuns do) against ranged bugs you apply it to, unless I'm mistaken. So application + run back to main bug has even less beneficial effect than a stun in that case, too. I just feel that it is a move that, unlike other Crowd control (teleport / earthquake jump / gauntlet / beetle-rush-move) put a vulnerable bug in harms way without actually giving her even a guaranteed minor stun's time with which to escape. Maybe this is a chance to add an HP regen element to spider, seeing as both ant and beetle have hp regen in some form or another. Yeah I know - I made a WoW comparison, so I've lost all cred. : (
Wait, you're assuming that she can't attack or something when Poison is in use... that is precisely the beauty of it. Heres a quick example... lets say there is a Snail and a constantly spawning group of 6 fleas. Now, I need to take down the Snail but a problem arises with the surrounding hordes of fleas constantly keeping my Spider at bay. One perfect way to deal with this situation is to use Poison. Slow down the surrounding fleas while damaging them, maneuver around Snail and slice it up. The great part is that bc of Poison's slow, I temporarily don't have to really worry about the fleas that would ordinarily surround and maim spider. In fact, after just a few seconds they'll all be dead, and likely by the time poison is over I would've killed my primary target as well. Essentially I've killed everything in this small group of enemies with just a single use of Poison. There are of course other ways to deal with that situation (microing between Beetle + Spider for ex), but few as simple and effortless as Poison This becomes even more crucial when dealing with "must kill enemies" that are surrounded with hordes of fleas or ants -- such as grub launchers, slugs and MG teams for example. Poisons greatest advantage is that it slows everyone around you down precisely so that you can reach your main target and pick it off quickly And also don't forget certain abilities may have pros and cons just depending on which mode you're playing (coliseum vs adventure). In coliseum for ex things like repulsar waves, poison, squash em, etc are much more valuable bc they fill a gap that ordinarily another hero in adventure mode would cover up -- suddenly hordes of fleas become much more pesky when you can't switch to beetle... a situation poison again excels in.
Why should abilities be "coherent"? You're simulating a game world. There's no reason the characters in that game world have to fit some kind of WOW archetype.
We do want characters to have their own roles, but we chose to make them a little "lose" compared to a game like WoW. Mainly we HAD to because of coliseum mode, and it gives more people a chance to play the way they want, with the heroes they want. Initially we wanted really hard, strict counters, but we found that people found the game less enjoyable bc they were forced into playing a certain way and it was certainly less approachable to the average gamer. Now the characters have inherent strengths and weaknesses, but you can usually overcome those to a certain extent with the right set of equipment.
Thats one of the things I love about this game, you aren't forced into different roles, each character has there own strengths and weaknesses like you pointed out but they can overcome those shortcomings with good use of abilities, makes this game one of the best ever!
yeah!! I got to round 70 on Kitchen Hard, with 166,550 points. officially it is good for 4th. however, NZ (Oxynidus)'s score is double posted, and number 3 is quite suspicious... congrats to Oxynidus for getting to round 100(!!) on Kitchen Hard and absolutely owning the 'food drop' (lol) era! I will be coming for you in the 'food spawn' era! hahah thank you Foursaken Media for making such a great game!
Wow, nice job! A few other changes coming in this update... quests now give a good bit more money. They also have higher point rewards, so it should open up the leader boards a bit more to those who may not last as long, but complete more quests. Also the laser turret has an AWESOME new shooting animation and effect Make sure to check it out when the update goes live.
Bring it on. This'll be an awesome update for me, going from a 2nd gen iPod Touch to an iPad in addition to other graphical improvements like this. Submit it already, why dontcha.
Good point. Why should beetle be bigger than ant? Why should they be collecting food, and not instead taking pictures of space aliens caught in Toyotas because of the child-safe doors? Why not call the game "Angry Avians" to cash in? I mean, it doesn't have to actually connect to the gameplay in any real way, it's just a game, right? And I dare anyone to accuse me of taking this "too seriously" when I just made an alien-locked-in-car comparison. I'm not assuming she can't attack, I'm just looking at it from a min-max perspective. "Effortless" aside, it is much more dangerous hp-wise for spider to use the ability and stay in melee range for attacks on numerous clumped small things than it is to just use a different bug ability to finish things off. In your example, if you have poison on multiple fleas, than unless some wierd stroke of luck gives you back-to-back-to-back-to-back instant-kills that stop time, you are going to get hit by at least one of the bugs while killing another. If you play it coy and dodge in and out to reapply poison and attack, you are wasting time and arguably turning something "easy" into something more complicated than merely switching bugs. I'm not saying B.H. should be like WoW (god forbid), but I think the comparison IS apt - poison is not a ranged or targetted CC (or even a true CC as much as a snare), and since this damage element is applied over time, it seems the mechanic would make much more sense on a big that can remain in melee over this period of time without visiting the great big web in the sky. I'm not so sure about folks bringing up that every ability has to be balanced for both modes, as an ability like ant hole serves no readily available purpose in solo play. I think it's great to give bugs a variety in options so they are not pigeonholed...i'm merely saying that Spider does not possess the necessary traits (toughness) to take full advantage of the implementation. Spider cannot stay in one spot and focus on many small bugs without losing an unacceptable amount of hp. The bugs where I *HAVE* used it for full duration (like the giant snails or centipedes) are bugs that I only used it on because it was up, and I felt "why not?" - it wasn't a strategic decision. These bugs are already so slow that it isn't really a move that changes anything. To put things in perspective, I find myself using poison almost entirely for killing baby spiders when it comes to strategy, and then just randomly to slow down a ton of bugs in a run-by...which it does virtually no damage to, as I had to jump out before I got stomped. Meh.
Well, to each their own Even though I maintain that it has lots of utility, at the very least there are other situations where its hard to argue its usefulness, for ex if you undertake a max honor quest with Spider, or are playing Coliseum, or simply you have lost Beetle... Should already be fixed for the next update.
Update has been submitted! Short version: added gamecenter, ipad support, tons of bug and crash fixes, new level, new enemies, new equipment, and lots of balance changes! Full changelog: - added Game Center support - added universal iPad support - added new Pond level with 5 brand new enemies - added new turret (unlocked on round 10 of Pond) - added new Ant equipment: Goggles - added new Beetle ability: Berzerk - added new Spider ability: Ninja Smoke - added more high resolution optimizations - added cooldown information to equipment and ability descriptions - added new laser turret shooting effect - encrypted saved data files to stop cheating - various crash fixes - reset leaderboards - fixed a bug with the controls getting stuck - fixed a bug which would cause scrollable lists to get stuck - fixed a turret targeting bug - fixed a bug with upgrading a hero's health - fixed a bug where Spider's Assassin Cut ability went through the level bounds - fixed a scoring bug - fixed a bug with playing the iPod - fixed a bug which caused Beetle's Shockwaves ability to zoom in instead of out - fixed a bug where coins and other objects would spawn out of bounds in Yard, making collection quests impossible - fixed a bug where the screen goes black and you are stuck in the food stash when you resume - controls no longer disengage when message pop-ups appear - porta turrets no longer block hero movement - added green circles around coins to make it easier to see them over darker textures - friendly soldiers on Yard level now have slightly different colored bullets - changed front soda can on office to be able to see better - balance: MG turret starts off upgraded in Easy mode for better initial defense - balance: increased the time allotted to complete quests on Easy mode - balance: increased the time allotted to complete certain collection quests on playroom and yard - balance: dead heroes are now even cheaper to revive on Easy mode - balance: various difficulty tweaks to make the game slightly more forgiving, especially on Easy - balance: tons of equipment and turret tweaks - balance: food spawns are now more common late in the game, but enemies will drop food less often - balance: greatly increased money and point rewards for many quests