Infested Arena 2
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Welcome Back...
It has been 43 years since your last encounter with the Infested, which took place on a space station in a remote part of the Universe. You thought you were victorious after defeating the Broodmother. Little did you know that the Infested followed you back to your home planet in the Galminus system and have since been mutating, evolving and multiplying directly above you. It is clear to you that the Infested are far more powerful than they were last time. Mutant strains and cross breeding has brought about new and terrifying Infested units. But, you are not easily discouraged...43 years has brought about advancements of your own. Prepare yourself the Invasion is about to begin...
Evolving from Infested Arena to Infested Arena 2
New Arena Invasion Dynamic
Infested Arena had 4 hallways which spawned the same amount of Infested units (a total of 2 different types: ranged and melee) at the same intervals with randomized Special Infested Units (SIU's) spawning at 1 of the 4 hallway locations at set times.
Infested Arena 2 has a randomized Invasion dynamic where at the beginning of each round randomized Drop-pods will fall from the sky in random locations. Once the Drop-pod lands it will begin generating eggs which after a short time will hatch and release the Pods designated spawn unit (i.e. Spewer Pod will spawn several infested spewer units). There is also a % chance based on active players and difficulty selected to generate new Drop-Pods at varying locations and varying times into the Arena. There are 4 basic Infested units (Infested Arena only had 2) each has it's respective Drop-Pod. Furthermore, you will easily be able to identify, with the "Infested Pod" dialog, all the current pods found within the Arena. In addition, Special Infested Cocoons will drop from the sky into the arena and after the duration will hatch a random SIU, all of which can be tracked using the "Infested Pod" dialog.
New Special Infested Units
There are now 10 SIU's including new ones, such as: Behemoth, Vile Imploder, Stalker, Desecrator. Some of the SIU's from Infested Arena were removed because...,well, they just weren't any fun.
Infested Blood Transfusions
Infested Arena 2 Introduces "Infested Blood Transfusions." Each time a Special Infested Unit or Boss is killed there is a chance for them to drop "Infested Blood" when one Specialist picks this up all specialists receive 1 Infested Blood. You can use a new menu to load up a stat tree in which you can further modify your Specialist by injecting yourself with the Infested Blood - Things ranging from increased movement speed, damage, extra shields, armor to having a chance to apply the "plague" or chain explosion reaction each time you attack.
Each available stat change found within the Infested Blood Transfusion Tree is modeled after Infested units you are fighting (Infested Bulwark Plating - Increase Armor +1/2/3/4/5)
Specialist changes
My original plan was to incorporate several new Specialists in Infested Arena 2, but after consideration and plenty of feedback I decided to change the fighting mechanics with each specialist. In Infested Arena everyone had energy and all abilities had close to a 10-15 second cooldown. Many times people would run until there ability was up. This wasn't to much fun. How could I make battle more fun and enjoyable? I decided to go with an action game battle dynamic. Each Specialist now has a total of 6 abilities (up from 4) and cooldowns are down around the 1-3 second mark.
Infested Arena witnessed 5 specialists who almost were identical in operation but with different special effects.
In Infested Arena 2 each Specialist is completely individualized everything about them operates differently from other specialists. Read on for details
A Few Examples of The New Battle System
Seifer's New Battle Mechanics
Built for Tanking.
-Seifer uses fast regenerating Energy to perform his abilities.
-Seifer has a "charging up" mechanic known as Ravager's Roar to boost his attack power and armor. With each roar Seifer receives 1 Ravager's Mark which will keep Seifer's damage and armor up until he uses "Igniting Wave." Once used all Marks will be removed. How do you get the most out of your Igniting Wave? Keep charging up with Ravager's Roar.
Fulgore's New Battle Mechanics
Built for damage from the shadows
-Fulgore uses Fast regenerating energy for a few of his abilities
-The rest of Fulgore's abilities operate off of a combo system known as Marks of Death. Each attack Fulgore executes has a 20% chance of awarding 1 Mark of Death. Other abilities and upgrades can apply additional Marks of Death just by using them. Fulgore can then choose to use his other abilities powered by Marks of Death. Once a Mark of Death ability is used all Marks of death are consumed. Depending on how many Marks of Death Fulgore had when executing the ability will determine the effectiveness of that ability (i.e. Vexing Shadows requires at least 1 Mark of Death. For each Mark of Death consumed when Vexing Shadows is executed Fulgore will teleport and deal extensive damage to 2 enemy units. If Fulgore has 5 Marks of Death then a total of 10 enemies will be warped too and attacked).
Blaze's New Battle Mechanics
Built for Siege and AoE
-Blaze uses Fury to power the majority of his abilities. Blaze's Fury meter starts at 0 and as Blaze attacks his Fury meter will begin to rise reaching a maximum of 100. As Blaze reaches certain thresholds of Fury he will be able to perform various abilities. Blaze also has abilities that require no Fury and will actually add a certain amount of Fury to Blazes Fury meter when used.
-Blaze utilizes "Presences" - Blaze can only have 1 Presence on at any given time and depending on which presence Blaze has on they will positively/negatively effect him (i.e. Fury Presence grants 150% additional Fury increase with regular attacks, Increases damage by 40%, and movement speed by 10%, but at the cost of degenerating Shields, and 50% increased damage from all Infested attacks.)
and much more.
Dead Eye's New Battle Mechanics
-Dead Eye uses Fast regenerating Energy to power his abilities. Dead Eye has the capability of dealing extreme damage to single targets as well as using superior crowd control abilities to protect his teammates. Dead Eye has access to Critical Strike Upgrades which allows every attack and ability a chance at dealing 200%, 205%, 210%, 215%, or 220% damage depending on critical strike upgrade level.
Salv's New Battle Mechanics
Salv can be used to focus directly on damage and AoE or Healing. Salv has access to Quick Access Heal buttons which allows him to cast his healing spells (via buttons on the leaderboard) at great distances. This way Salv can keep track of his teammates health and still remain an effective damage dealer.
Salv uses fast regenerating Energy to power his abilities and has great Crowd Control abilities such as "Mind Sync" which allows Salv to convert up to 10 Infested Units (SIUs included) to his side for a duration. This ability can turn the tide of battle quickly if the right units are "Mind Synced" (i.e. Mind Syncing a Special Infested Behemoth - sends the Behemoth to do massive AoE damage to all nearby Infested Units).
NEW SPECIALIST Psion's New Battle Mechanics
Psion is a new addition to the team and although requires a persistent player level of 7 Psion is a power addition to Infested Arena.
Psion uses fast regenerating Energy to power his abilities. Psion's main purpose is to rain down destructive electrical magic from above. All of Psion's abilities have some form of electrical attribute. Although Psion's Health and Energy starts out low Psion Energy Reserves start out higher than the rest of the Specialists.
Psion is capable of enabling "Flight Form" which increases his Electrical damage and increases his movement speed. Psion can traverse cliffs and has the ability of summoning his favored ally "Arc." Arc's weapon is increased along with Psion's weapon. Whenver you upgrade Psion's weapon the benefits transfer to Arc.
Psion is also capable of restoring teammate shields via the Quick heal keys located next to the leaderboard. Instantly clicking on the appropriate team icon will heal the corresponding teammate.
Persistent Player Level
All of your kills are permanently recorded within Infested Arena 2. Whenever you start a new game of Infested Arena too you will notice that your kills refelct all prior kills you have recieved while playing Infested Arena. As you Level up (via your Persistent Player Level) you will be granted access to exclusive Hero Specialist Units. In addition, you will partake in the Persistent Level Player Stat Menu.
The Persistent Player Level Stat Menu allows you (upon starting Infested Arena) to add upgrades (dependent on your Player Level) to your Specialist. In other words, the longer you play and the higher your Player Level the more initial upgrades you can make to the Specialist you have selected.
Here's some feedback on Krug. His turrets are extremely powerful against the bosses, and pretty viable the first 20 levels. But... all his other skills are pretty much useless, and a waste to spend any time into. Maybe not Thermal blade, but it is hard to build him around it, and too expensive to try and build him into multi aspects. The fact that he is only viable when trained into turrets that are useless later on makes him a pretty bad pick, if you wanna progress and get better at the game. I don't know what to change about him, since his skills doesn't go well together. It would be nice if maybe he got a different resource to rely on, or a different way to rely on them, than nuke the nuke cores, since they seem to be way too random compared to Blaze's fury. Too much of the time i get caught up empty handed with no nuke cores. Since he is an aweful auto attack hero, he really needs a way better way to survive. I understand that he was considered overpowered before, when there were a maximum of 21 rounds, but when playing him now he just seems like a useless pick after round 21.
Other than that, the only character that can really survive beyond round 35+ is Psion due to his flight mode that gives him a short timed breathing space. I hope that other characters will be built to withstand the later rounds, since it gets alot more fun after round 30. Maybe increase the level cap. Give them some different passives and some high level skills - Perhaps level 25-30 skills. I know this is a little early in the process to come up with this, but like the the map, and take my time to go through the different aspects in it, and come up with new ideas, or feedback on the different characters, enemies, and skill systems. I hope some of this could help you, or has given you a few ideas.
@Westrian: Go
The bug does happen when turrets are placed on illegal spaces that are being taken by something else. It will still drain the nuke charges, and my guess is that it is because the nuke charges doesn't function like energy, and therefor the game does not negate it the same way.
tho it makes Krug OP besides his turret glitch...arent you only supposed to have 3 turrets able to be up? 1 match i had 7 turrets up on 1 boss each doing 125 dmg and me doing 145 dmg...my guess is that its a bug with the supply cost of the turrets...it does use the supply but it doesnt limit it to 3 and u can go over it.
No problem. I enjoy your project, and will let you know if there is anything else that i feel a need to report.
You should try checking out the leech thing on Blaze though. It doesn't seem to proc the right way on him.
The Behemoth is meant to be slowed down. If party members are not using their abilities effectively then It will run rampent. There are many solutions that each class has to refrain from taking damage from a behemoth and should be used.
I realize higher levels the lag seems to kick in, the scrolling texts have a very small part to play with this. Rather its the amount of effects that are being produced simultaneously and the fact that after you down 100 guys 100 new guys instantly spawn. I'm working on something right now that I believe will help with this.
I've been testing Blazes current build and he is by far a very powerful Specialist now since the buffs if used properly. All of my testers agree with me with Blaze's current build. I can suggest trying different builds with Blaze as there are some pretty powerful ones out right now.
Thank you for the constant feedback. It's good to see others concerns and gives me a goal on what to work with next. Have a good one
Another issue is the lag. And the thing causing it is all the numbers popping up above enemies, when damaged. Managed to reach lvl 36, but all the way back at lvl 29 the lag became really intense due to the extreme amount of numbers popping up above the massive amount of spawned enemies. This lag was for everyone, not just me. Would probably be a good idea to just completely remove these numbers, have it only show critical hits (recommended), or have a command to disable/enable them, as the lag will become your worst enemy at that point of the game.
Also, leech seems to have a cooldown on it. When using it on, for example, Blaze. While having his extremely fast attack speed, it only seems to occur approx every 0.70 seconds. Since he starts off with 0.20 attack speed, and can go down below 0.10 this doesn't seem quite right. Hope this helps :)
I don't quite know about the Behemoth, but it would probably be a good idea to nerf it's early game HP and/or damage/skill dmg. Sometimes it is just a little too much, and forcing you to run. Especially when there are 2 or more, especially mutated ones, on your screen in, for example, the SIU round. Perhaps lower the HP or whatever that would suit it for a little less harsh early game.
Seems like Blaze is still an underdog. Perhaps if you gave him the ability to do critical hits with his auto-attacks, instead of just Open Season, and give him 1 extra base defense. Because right now, he is still very weak, compared to any other character, and far inferior to any of the other DPS'
Yup, that Krug bug is probably one of the most annoying ones. I have wasted countless turrets that were never placed due to the lack of space, yet it still drains your nuke charges. And since the turrets are the strongest part of Krug, it really leaves him vulnerable when those charges are gone, especially with the recent turret nerf.
Theres currently a bug with krug... heh rhymes. Since the turrets are 2x2? and are only seen as 1 square if u place it right by a wall of something of the sort it wont pop up =\. Its def a bug/glitch repeatable a million times.
By the way, kills caps at 65535, so it might be a good idea to add them to the sidebar or something, if it matters at all.
Hey! im another one of you who loves this game. Ive played #1 like 7 months ago and loved it. I just came back to sc2 a couple days ago and found out #2? wow i love this game. ill be playing this game every day for the rest of summer possibly lol. I would love to add you guys and mabye test this out with you =) Edit: i just made this acc just to post on this =) just to let u guys know how much i would love to play with u and the maker
Leech is bugged right now. I will have it fixed in about 5minutes and a new version posted also will be buffing Blaze in some manner as many people agree with you that he is underpowered. It's a tricky class to balance because he operates so much differently than other classes; i will think of something.
Blaze does not seem to take any effect off of the life/shield leech, which makes him completely useless late-game, since it's the only thing that will keep him standing against SIU's and lvl 21+ monsters. He starts to get weak in both damage, survivability, and overall usage after level 10. Considering that he is a dps/tanky-dps, makes me sad, cause he is really fun to play, but the biggest lack luster on the team. Seeing how Dead Eye, and the other 2 DPS' can shred through enemies, and all take effect from the leech, (i don't know if the leech is actually bugged right now, and doesn't affect anyone), but it seemed to work fine on the Dead Eye in our last game, and yet not working at all on Blaze. Also, after the newest update, with increased levels, it seems to automatically give you a defeat after wave 28, no matter what. Happened to me several times now. Also, there's a new thing where the waves might not spawn anything until you reach one of the 4 boss waves (Which is a pretty long waiting time if you're on wave 1,6,11,16.
@Hakoten: Go
Yes, however by doing that you actually lose damage in the long run, since you can only get 5 points of damage increase with blood. The straight damage bonus allows you to get an additional bonus which isn't capped by anything else.
Once you hit player level 3, instead of taking the damage up with your skill points you can purchase Infested Blood instead and get the 10% from the infusion tree, instead of only getting 6% or whatever.
You can dodge lickers tongues by teleporting, don't know if this is intentional so I'm reporting it. You can easily blow through the king propagator without ever seen any festerlings because of how easy it is to kill the propagators, you might want to consider making him spawn multiple at once.
Contamination and ventrical leeching don't work at all for deadeye. I don't think they work for anyone but he is who I was trying it with. No extra life or shield gain at all. And I don't notice any reduction in enemy speed.
Psion's Radiating Fusion only seems to target one unit and hits that one target multiple times.
The Round Glitch has been solved. All Rounds should now progress normally. Additionally, I made a lot of fixes that have improved the performance of Infested Arena 2. As you are aware of the amount of units on the screen, the amount of effects being performed is extremely high. To compensate for this I had to "straighten up" a lot of the code. As a result, the game seems to be performing 100% better. Thank you for your feedback.
@Etravex: Go
Hey man, first of all I loved the first game and I love this game EVEN MORE!!! However for some reason when I play it tends to become stuck or glitched on a round and will not go on to the next round.
More observations/bugs. Just killed matriarch on normal mode without her summoning any waves. Don't know if this in unbalanced or just '"normal". I noticed SUI pods dropping blood and mineral crates when they spawned their SUI. That seems like a bug. You can keep all the creepers in one place by stunning them as they hatch. I do this all the time with Deadeye. Blaze feels weak, but that's probably just because I suck with him. Deadeye feels a little op, does INSANE damage to bosses when used right. Did you change it so kills are tracked by hero? I notice my exp no longer matches up with my hero kills and each hero seems to have a different number. I think savage should be even harder. I was playing as Deadeye with Seifer who was playing it for the first time and got all the way to about wave 12, blowing through bosses like paper before he left and I got taken out by one of the jumpers, stunned me long enough that I got swarmed. Likewise, to go with the even harder theme I have going, I think it would be cool if you could unlock hero "specials" at high player levels like 10+ or 20+. Perhaps a passive that reinforces their primary role, for use in savage mode. Savage mode simply shouldn't be possible to beat without a team of 4 high level players IMO. Should be an absolute endgame for total addicts :p OH and something that I've been think of for a while, wave 21 feels really meh. compared to the rest of the game and to the last boss of the first game it just isn't cool. Totally me here, just giving my opinion. If you'd like me to shut up please say so lol. I know I'm saying a lot and being very opinionated :/