Dota 2
Element TD
 This topic has been pinned, so it's probably important
A_Dizzle  [developer] 19 Feb, 2016 @ 3:13pm
Feedback and Suggestions
We recommend posting your suggestions on our forums[forums.eletd.com] since they will be read more frequently.

If you have a burning suggestion or improvement that you want us to hear please post it below in detail in English.
Last edited by A_Dizzle; 19 Feb, 2016 @ 3:17pm
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Showing 1-15 of 96 comments
cheami 19 Feb, 2016 @ 7:42pm 
Change sell tower to hotkey R or rather anything other than Q, Q is basically like 1 for Dota 2 so it is much easier to misclick. Also I'm sure many hotkey 1 = Io and 2 = select element, making it even easier to misclick.
bibi coco 19 Feb, 2016 @ 7:49pm 
Could it be possible to:

1. display the exact amount of gold you'll get on the sellback tooltip?

2. display the range of potential tower upgrades when hovering the icon?

Last edited by bibi coco; 19 Feb, 2016 @ 7:50pm
etofok 20 Feb, 2016 @ 1:43am 
Good jobs guys!

Display on a Tower from what elements it consists from (as modifiers like Earth1; Water1 - two buff modifiers).

I was confused when I had 2nd level of an element, but my Ability Bar displayed level 1; then I figured you can see your levels on your quick-buy panel, but still would've prefered the levels on my ability bar. This also would improve the system of how you acquire your level 2-3, because now you select it as a menu and then you click on black not highlighted ability bar icons. Sligthly confusing.

Add an ability (tie to right-click) for towers that have auto-cast abilities to set their auto-casts on a particular tower.

Disable usage of auto-cast abilities in-between rounds, or at least match the duration with the cooldown, because for example Trickery Tower has 10 sec duration and 15 sec cooldown resulting in unnecessary downtime.

I'm sure you've already heard about FPS problems, even in a solo game the drops are more insane then EDM music.

Some very minor stuff:

Tie Tower Table to an item? I, along with many other people, have my spacebar as an item-slot. Good thing I can move the conflicting slot onto another one in my builder inventory, but it's midly irritating.

Add corresponding colors for Normal - Hard - VeryHard - Insane labels.

Enhancement Tower doesn't enhance anything! Rename to something like Magnify / Amplify / Intensification / Weakening / Disruption etc
WindStrike  [developer] 20 Feb, 2016 @ 1:58am 
Lol, it's not called Enhancement, it's Enchantment. Anyhow, onto the rest of your suggestions:

Tower table as an item would indeed be a lot more obvious than, well... space bar or bottom-right corner... thingy. I'll put ze request up.

Hmm, each tower, upgrading into it lists what it's made of, but once upgraded, yeah that is missing. Running as buffs would work, but that could result in a lot of icons per tower, especially when you add buffs from blacksmith/well/trickery.

Trickery Tower in general is, well.. tricky to use. I personally right-click to disable autocast and then just manual cast it. There is a priority system for Blacksmith/Well/Trickery that determines what it will buff first with the auto-cast on, though I know with Trickery especially, manual cast is probably better. Also, their abilities can target up to 4 towers, so again, bit of a UI problem for how they can specify to target "just these 4 towers". Generally, best way to do it is placement.

Not sure what you mean by the ability bar, I haven't run into that problem yet. I know looking at the scoreboard helps, but at the moment, due to a disconnect bug, the scoreboard gets screwed up, preventing anyone from checking it.

The difficulties should be labeled by color. Where are they not labeled via color?

Regarding FPS, certain towers seem to lag more than others. Vapor seems to be numero 1 on that list.

Thanks for the feedback, and glad you know you're enjoying it so far!

Originally posted by cheami:
Change sell tower to hotkey R or rather anything other than Q, Q is basically like 1 for Dota 2 so it is much easier to misclick. Also I'm sure many hotkey 1 = Io and 2 = select element, making it even easier to misclick.

It's technically set to "Hero Ability 1", which is set by the player. Most players have it as Q. We'd switch it to "Hero Ability 4" (aka R), but not every tower has 4 ability icons, so it'd result in a different hotkey for some towers. I suppose it could be forced to a particular key instead, but if so, I wouldn't set it to R. WC3 and SC2 versions it was set to X, would that work?
a skeleton 20 Feb, 2016 @ 7:15am 
Are you planning to model and implement unique tower models at somepoint in the future?
cheami 20 Feb, 2016 @ 7:16am 
Originally posted by WindStrike:
It's technically set to "Hero Ability 1", which is set by the player. Most players have it as Q. We'd switch it to "Hero Ability 4" (aka R), but not every tower has 4 ability icons, so it'd result in a different hotkey for some towers. I suppose it could be forced to a particular key instead, but if so, I wouldn't set it to R. WC3 and SC2 versions it was set to X, would that work?

I think X would be much more appropriate. X is like cancel, so close to sell. Though I think a key that is far from the left side is more forgiving.
Noya  [developer] 20 Feb, 2016 @ 7:22am 
Fully custom keys are hard without a fully custom UI which we aren't planning to do until Valve releases theirs in Panorama (deprecating the current Scaleform UI)

@Jethro no plans, but any artists interested in providing tower models are free to contact us.
Paranormal 20 Feb, 2016 @ 8:34am 
Can we get number of each towers build in the tower list? I mean each tower icon should also show the counter of how many already present on map. For example if there are 1 fire tower built than tower list should show counter as 1 on fire tower icon and 0 if none built. That make it easier to see which tower still not build.
etofok 20 Feb, 2016 @ 12:17pm 
Originally posted by WindStrike:
Not sure what you mean by the ability bar, I haven't run into that problem yet

It's not a problem per se, just a confusing incongruity. I'm talking about "leveling" an element on your bar. Right now it displays one level no matter what level you are at. My suggestion was to have 3 levels for elements to utilize the regular dota2 leveling process as well as displaying current level on the bar.

Originally posted by WindStrike:
It's technically set to "Hero Ability 1", which is set by the player. Most players have it as Q. We'd switch it to "Hero Ability 4" (aka R), but not every tower has 4 ability icons, so it'd result in a different hotkey for some towers. I suppose it could be forced to a particular key instead, but if so, I wouldn't set it to R. WC3 and SC2 versions it was set to X, would that work?

I believe DOTA_ABILITY_TYPE_ULTIMATE will set it as "R" (default ultimate hotkey)
Last edited by etofok; 20 Feb, 2016 @ 12:17pm
crem 20 Feb, 2016 @ 3:15pm 
Will it be possible to increase the interest % with lumber like the old ELETD?
Also the ability to upgrade the standard composite archer and cannon towers?
Big Bird 20 Feb, 2016 @ 4:07pm 
The game good so far!

Just one suggestion for a problem that has annoyed me which was that the towers do not target the creeps closest to the end of the path. They attack whichever unit is closest to them. Therefore if your towers are closer to the creeps near the entrance, they will attack them instead of the ones that will take your lives.

If you can somehow add a toggle feature that selects the attack priority of the towers that would be great. For example:
Attack First Unit - Attacks units closest to the end (first creep in wave)
Attack Last Unit - Attacks units nearest to the beginning (last creep in the wave)
Attack Unit Nearest to Tower - Attacks units nearest to the tower.
[DB] Thor 20 Feb, 2016 @ 5:54pm 
Can you make the regular towers like arrow/cannon be upgradeable and also has upgradeable like the wc3 were it has a poison/ice/fire etc.. to the arrow towers.
WindStrike  [developer] 20 Feb, 2016 @ 5:55pm 
Originally posted by Big Bird:
The game good so far!

Just one suggestion for a problem that has annoyed me which was that the towers do not target the creeps closest to the end of the path. They attack whichever unit is closest to them. Therefore if your towers are closer to the creeps near the entrance, they will attack them instead of the ones that will take your lives.

If you can somehow add a toggle feature that selects the attack priority of the towers that would be great. For example:
Attack First Unit - Attacks units closest to the end (first creep in wave)
Attack Last Unit - Attacks units nearest to the beginning (last creep in the wave)
Attack Unit Nearest to Tower - Attacks units nearest to the tower.

We do have some default targeting behaviors on some of the towers, ie Flamethrower, Flame, Life, Money and Disease all target lowest hp creeps, and there's a few towers that aim for highest hp creeps. Most of the issues can be solved with proper placement, though occasionally, some manual clicking is kinda required to circumvent certain issues. We theoretically could add that toggle behavior option; however, it's not entirely necessary, and secondly, to account for all towers, it'd need to include:
  • The three options you just listed
  • Attack furthest creep
  • Attack Highest HP creep
  • Attack Lowest HP creep
It's honestly more ideal to stick specific behaviors on certain towers. That said, got any recommendations for specific towers?



Originally posted by crem:
Will it be possible to increase the interest % with lumber like the old ELETD?
Also the ability to upgrade the standard composite archer and cannon towers?

Increasing interest with lumber practically broke the game in the WC3 version, as, with enough careful timing and skill, you could go from an endgame of 100k networth to 300k networth. It also had a tendency to screw up random more than it helped, so it was removed for that reason. To some partial extent, there is a money option, if you grab the Pure Essence upgrade, it'll actually give you gold based on what wave it is and what difficulty you're on.

The arrow and cannon towers are pretty much there just to give you a start or create a clutch-defense. It's actually intended that there's no upgrades to them, because the point of the game to use the elements and their combinations.



Originally posted by fokita:
Originally posted by WindStrike:
Not sure what you mean by the ability bar, I haven't run into that problem yet

It's not a problem per se, just a confusing incongruity. I'm talking about "leveling" an element on your bar. Right now it displays one level no matter what level you are at. My suggestion was to have 3 levels for elements to utilize the regular dota2 leveling process as well as displaying current level on the bar.

Originally posted by WindStrike:
It's technically set to "Hero Ability 1", which is set by the player. Most players have it as Q. We'd switch it to "Hero Ability 4" (aka R), but not every tower has 4 ability icons, so it'd result in a different hotkey for some towers. I suppose it could be forced to a particular key instead, but if so, I wouldn't set it to R. WC3 and SC2 versions it was set to X, would that work?

I believe DOTA_ABILITY_TYPE_ULTIMATE will set it as "R" (default ultimate hotkey)

Oooh I see what you mean. So instead of bothering with an Elemental Summoner, just run the upgrades purely on the summoner itself? Hmm, that might actually help the issue of "how do I summon elements". However, if we do it that way, I could also see players confused by "I'm leveling my elements, but my towers aren't actually upgrading", since you have to manually upgrade them still.

I'll see about the DOTA_ABILITY_TYPE_ULTIMATE thingy, I actually would prefer sell is on R as well. As coco asked earlier, twill also see if it's possible to stick the exact sell value on there as well.


Originally posted by coco:
2. display the range of potential tower upgrades when hovering the icon?

Apparently, it isn't. The best you can do would be to select one of the elemental towers and hover over where you're trying to build in order to test the range. We'll eventually be adding a sandbox mode to the game for single-player only so you'll be able to test ranges there.


Originally posted by Jethro:
Are you planning to model and implement unique tower models at somepoint in the future?
If we get some volunteers that are willing to contribute said models, we probably would, but with our current team, no.



Originally posted by Paranormal:
Can we get number of each towers build in the tower list? I mean each tower icon should also show the counter of how many already present on map. For example if there are 1 fire tower built than tower list should show counter as 1 on fire tower icon and 0 if none built. That make it easier to see which tower still not build.

Technically arrow, cannon, and periodic towers aren't listed in the tower table, buuut that would be quite nifty nonetheless. I'll see if we can.
i just wish to change 1 thing....
maybe my COMPUTER cant take it.... plz change the "moving" loading screen...
it take more than 5 minute to load...i wan to enjoy the game...not everytime loading till i give up...
everything is fine when inside the game...
Chrif 20 Feb, 2016 @ 8:18pm 
just focusing on the pure elemental towers the nature tower seems underpowered. Light tower does close to the same damage and has double and a bit range but the nature tower only has an extra 0.5 attacks per second. The dark tower is nice the water tower is nice maybe just a little more damage a couple of K and the light tower is damn good maybe a bit too higher damage when compared to the other towers
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