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So yeah uh... Good concept? Makes creepers useful? Yeah? Yeaaaah?

  • Doubt so.

    Votes: 0 0.0%
  • No.

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  • I have a better idea. (Share in the comments)

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Dorek1998

Novice Member
Dec 17, 2017
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For these who don't know the heck am I talking about, I just gotta say I screwed up by not typing "Tower Defence" in the thread name. Apologies.

Sup.
As thread name suggests, this topic will be about our beloved iconic Minecraft character - Creeper. As you know, Creepers are one of ten troops which can be sent to destroy enemy castle. Unfortunately, they're very, VERY underpowered compared to other troops like Skeletons on level 4-5, which are immune to fire and that also means they're entirely resistant against inferno AoE. Creepers on level 5 have huge, tanky, charged 1,8K Health... but what's the point of bothering sending them when a person having at least three brain cells and an hour of playing this game can just wipe them out easily with two-three inferno potions? Small hint - NO point at all.

So what this thread is, is my suggestion of buffing those tanks a little to make them at least, well... useful. I've tried to think of it the way it actually's correct with their theme in Tower Defence, which I found in this thread: https://www.cubecraft.net/threads/tower-defence-mob-information.97102/ - "Creepers don't explode in this game. They instead focus their energy on staying alive by gaining permanent regeneration and lots of health to back it up. A key strategy is not to let this mob regenerate health so a mixture of heavy DPS towers are recomended to cancel out the regeneration."

Alright, their main strength is regeneration, right? So what about making Creepers restore their health passively (which is the only thing they actually do right now) AND do that faster, the more damage they take? By that I mean, the smaller their remaining HP is, the faster they regenerate health. It'd force players to work on something which has a LOT of firepower in order to stop this, but the regen's gotta be powerful enough for them to survive when being attacked by Inferno AoE. So instead of just 2-3 Infernos players would have to use way more of them in order to stop Creepers from heavy regenerating. Oh, and a good thing is, Inferno AoE lava damage STACKS, so that'll encourage players to work in a team more in order to melt Creepers. Besides, creepers are above twice more expensive than Wither Skeletons so they HAVE TO be stronger. Blazes are very expensive and not seem to be super strong, but they're flying troops with only a few towers being able to damage them, they're also fast compared to other troops, because immune to quake towers. Creepers being cheaper will be balanced, but will require enemies to be smart, as the entire game does actually.

Let me make an example of facing a wave of 12 charged Creepers (lv 5.) Normally two or three well thrown Inferno potions can vaporize them like... "Repeat after me: NOM NOM NOM, I'm dead!". My suggestion is to slow down the damage taken from infernos drastically when they have like 25% of their HP, so (counter version for a single player) the towers would work together with a single inferno potion active in order to finish them off OR (counter version for 2 or more players) just... throw multiple inferno potions at the same time, You know. Of course lower level creepers would be getting slower regeneration.

I hope that makes sense and will be one day implemented. Creepers are very slow, slower than anything else besides a Giant and Mother (starting) Magma Cubes, they deserve some strength too. Make their regeneration they REAL power, not just a trait.

P.S. Some maths here:
#1 Creepers lv 5 have around 1,8K health and normally regenerate 5HP/sec;
#2 Inferno potion does around 100 damage/sec and lasts 10 seconds;
#3 Improved creepers would have to be able to resist at least 80% of this damage themselves on level 5 when low, which means like... 80 HP/sec regen at 20% of their health. Not sure if that's any helpful, but I guess TD supporters will know maths better.
 
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