As good as it sounds, I prefer it as is because it's not overkill. You know your able to switch out abilities at will as long as the cooldown times are reset right? I think it adds to the strategy when you get to the higher rounds as far as what skills you can pick and choose(switching out the weaker for stronger etc).
I would love that... kind of. On one hand yeah, it would be cool to be loaded out with 5 abilities at once, but on the other hand, I kind of think its just too much. Part of the charm imo is making the choice of which 4 abilities you want to carry with you, and experimenting with different equipment load outs. But really the reason its not really an option is simply bc of the screen size... we'd have to do some major reworking and resizing to fit 5 icons on the iphone screen... i mean, we COULD add a few to the top, but I'm just not sure it would ultimately be the best for the game play.
Thanks for the kind words btw Means a lot to us. Actually I'd like to thanks everyone so far for all your Bug Heroes support! Most people who have participated in this thread have been invaluable for feedback, ideas, etc
I was just thinking (if you were actually thinking about putting in another slot), what if instead of adding just another ability slot, why not add another slot that you can put an ability into but it only allows the passive part of the ability to be used, so like ants goggles, beetles shield, spiders iron hood. Stuff like that, where you got the passive part but since it wouldn't allow the active part of the abilities to be activated you wouldn't need another skill slot.
Yeah, i figured the space for more icons could be an issue but thought I would put the idea out there. Just added my guide for pond in the survival topic for anyone interested.
And I'd also like to introduce one of the new IAP heroes, which you've seen hinted at in the Pond level already He's actually just as much a "weapons expert" as he is a demo expert... his equipment focuses on delayed explosives (so timing is key!), including grenades, claymores, nukes and some other good stuff He also has a few different equip-able weapons for a variety of situations. What really makes worm unique however, is his extremely low HPs... lowest in the game in fact. However, he has a massive health regen, which only kicks in after a few seconds of not being hit. Its a fun dynamic that really makes him feel different. We'll release more details on some of the other new heroes over the next few weeks... remember, we're aiming for an end of march release for the new heroes!
Hey. I can't see it. It says "Domain Unregistered". Can't it be on YouTube? Btw, can't Iron Hood's cost be lowered? Sure, it's a must in Coliseum, but in Adventure, it's not a very good investment at $1000, especially because it becomes less and less relevant as the game advances, until it becomes nigh useless. The 60% damage reduction isn't very useful either, because you're not gonna tank anything with it, and it's not at all the best way to escape tight situations either. I mean, if it provided near invulnerability like Warrior Guantlent, you'd be able to actually withstand heavy blows while taking out certain targets. In addition, once you activate it it, you're stuck with Iron Hood in that equipment slot until the cooldown finishes, which is why even when I do get it, I never activate it. All I'm saying is that I think the active ability could use a buff, or it could use a price reduction. I'm beginning to like Plasma Cannon, but I still think it lacks the appeal of Executioner and Stampede because of it's smaller AOE. It's not the best tool for taking out individual targets, and not the best tool for taking out large groups. It's best use is on tight clusters of enemies, which makes it very situational. It's pretty cool theoretically, but in my opinion it needs to be more practical. Lastly, Spider becomes second to Beetle late-game when defending against even individual bugs like centipedes because of Beetle's stuns and knockbacks. A small idea occurred to me. Would it be overpowered if Spider's Self-defense was buffed to be able to knock back centipedes a very tiny bit? Just a thought. Most people put points in self-defense after maxing speed and assassinate, so this change will only likely affect late-game a bit.
Wait what? You can't see the image? In regards to some of the abilities, the thing is, we balance the cost and effectiveness based on a number of criteria across the whole spectrum of heroes... each hero is not looked at n a vacuum... for ex plasma cannon is not supposed to be as effective as executioner... its a high damage AOE ability on a hero which does not focus on raw damage. Not to mention you mentioned its appeal... it has high single unit damage, but not as great as smash em. It also has a good sized AOE, but not as great as executioner. In other words, its a versatile weapon that doesn't quite match the effectiveness of specialized weapons. The same goes for Iron Hood... its a durability special on a hero which is already very fast and has a role which has nothing to do with durability, which means its at a greater premium. Fact is, having a hero which can somewhat tank (with iron hood), AND is very fast is very valuable in certain situations. Also, many abilities will become much more important once people pick up the extra hero IAP and custom form their teams... For ex you'll have to decide who is going to tank (if anyone), and have more of a coherent strategy with your equipment to stay balanced.
Weird, its showing up fine for me... I was wondering what you were talking about frogs for Thought you were going crazy or something haha... http://img692.imageshack.us/img692/6817/wormsmall.png This url doesn't work? Anyway, attached the pic and reposting his info (note that when attaching pics, it lowers the quality)... "He's actually just as much a "weapons expert" as he is a demo expert... his equipment focuses on delayed explosives (so timing is key!), including grenades, claymores, nukes and some other good stuff He also has a few different equip-able weapons for a variety of situations. What really makes worm unique however, is his extremely low HPs... lowest in the game in fact. However, he has a massive health regen, which only kicks in after a few seconds of not being hit. Its a fun dynamic that really makes him feel different. We'll release more details on some of the other new heroes over the next few weeks... remember, we're aiming for an end of march release for the new heroes!"
Aha. So you're saying that you're basing the cost on how valuable the items are to the heroes individually, not the game as whole. I understand your philosophy. I still think Iron Hood should be more useful, though that might not be the case in the grand scheme of things when you introduce the new heroes and such.
Question... I usually balance on Normal, and just recently made it round 30 or so on Hard... man, the spawn rate on hard is a bit more then I remembered What would you upper level Hard players say if we reduced the spawn rate a tad, but increased enemy health instead? Also to everyone... would you prefer that later rounds are a little less hectic in terms of enemy numbers, but have enemies be stronger instead?