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Messages - Grokitach

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31
Hammerwatch Discussion / Re: I cast meteor on all of you.
« on: October 04, 2013, 09:22:31 AM »
If you upgraded Fire Breath and like it, I can't talk with you. This is the worst skill of the whole game dude, seriously, 4 fireballs deal more damages than this.

And you know, When you are a Wiz, all you need is : Mana, fireball, Meteor, Ice shards, Shield (not armor) and HP (combo of course, that's for all the classes). With all the secrets and stuff you'll have some extra money to upgrade other things.

But seriously, Meteor is the best, it "just" one shot all the monsters you have on your screen. If that's not the best skill of the game... I don't know what it is.

And about mana consumption, it's really no big deal, because the wiz can do the whole game with his fireballs so... Just wait for the mana bar to replenish.

32
Hammerwatch Discussion / Re: I cast meteor on all of you.
« on: October 03, 2013, 06:05:53 PM »
The strength of the Thunder Storm is that you are completely free of movements when it's used. That said, you can cast electrical balls everywhere, hackin' 'n slashin' monsters while you are dealing massive damage with your storm.

33
Hammerwatch Discussion / Re: I cast meteor on all of you.
« on: October 03, 2013, 11:25:20 AM »
It's the biggest AOE of the whole game, scaling with your combo. Upgrade it and you'll not regret it, you'll cause 4 or 6 time over 80 damages. It's the best ultimate of the whole game, period. You can literally one shot every room of the game if you aggregate the monsters.


In comparison with the ranger's or the pali's ultimate, meteor swarm is totally OP. For the Warlock's Thunder storm, it's an other story.

34
Editor Discussion / Re: [Recruiting] Custom map Design Team
« on: October 03, 2013, 08:56:14 AM »
It sounds awesome. I'll try to make a track for Hammerwatch.

35
Editor Discussion / Re: Looking to start a Developement Team
« on: October 03, 2013, 08:53:59 AM »
Thats impossible at the moment.

36
Hammerwatch Discussion / Re: I cast meteor on all of you.
« on: October 02, 2013, 12:58:02 AM »
Just use the ice spikes spell and then the Meteor Swarm. You'll see that the channeling is really no big deal.

37
Custom Maps / Re: [PvP] Hotlane 1.0b - The competitive PvE map
« on: September 24, 2013, 03:01:56 PM »
Yeah a small riddle could be cool.

About archers, think outside of the box : use the Spike launchers of the bats room ((near the pillars). It will kill them all.

Thats on what my map is mainly based : thinking outside of the box to save some time.It's also based on how you use your ult and when you take your potions. It's the same with the invulnerability potion, you can use it in different rooms where you can save a lot of time depending of your class.

But yeah I will add a path at the end of the room :)

38
Custom Maps / Re: [PvP] Hotlane 1.0b - The competitive PvE map
« on: September 24, 2013, 01:50:53 PM »
Thanks for your reply.

About the boss and spikes, that's intended to be used like this. But sometimes it's quicker to kill him with your skills. Especially in 4 player match where the Red rifts skill is really deadly (I will boost it a bit and fix it to the same base, to be independent from the number of players that are joining)

About the multiple runes, it's intended too, but I think that I will remove this feature anyway, waiting for a way to customize them or the potion effects to make a better Runes system.

For announcers that's a good idea.

About pressures on other lanes, I'm thinking about new traps and stuff. Like timed fireball throwers.

39
Custom Maps / Re: [PvP] Hotlane 1.0b - The competitive PvE map
« on: September 23, 2013, 02:34:34 PM »
Hehehe yeah.

What I really love, it is people that vote 1/5 without saying why.

40
Editor Discussion / Re: Private pick up upgrades - Myran I beg you
« on: September 22, 2013, 06:13:56 PM »
Yes, if you check my map, you'll see that classes are very different from the normal version of the game.

41
Custom Maps / Re: [PvP] Hotlane 1.0b - The competitive PvE map
« on: September 20, 2013, 09:54:09 PM »
it's possible in HP pool... But you'll lost all the interest of the map

42
Editor Discussion / Re: Item Corpses
« on: September 20, 2013, 02:30:01 PM »
Yes, spawning pick up upgrades or life or potions ;)

43
Editor Discussion / Re: Item Corpses
« on: September 20, 2013, 02:28:43 PM »
Yeah maybe. I understand your point.

Anyway, the game seems to have hard times loading lots of sprites at the same time (for example towers projectiles). Maybe it will work with your things, maybe the game will have hard times loading 100 sprites spawning at the same time when you cast a meteor swarm.

44
Editor Discussion / Re: Item Corpses
« on: September 20, 2013, 02:19:49 PM »
You can check the characters like plant towers. There's a line in their xml that say to spawn a razed doodad after their death. You could do the same with your gravestones.
But I think that it will not be a great idea for a map if you have too much of them.

45
Editor Discussion / Re: Item Corpses
« on: September 20, 2013, 02:16:11 PM »
If you plan to add thousands corpses of items everywhere, it's a bad idea sir. Your game will be slow downed by all these sprites for sure.

And yes I played everyclass and even tweaked them a bit in my map because all the classes are not well balanced.

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