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Squire Uber

Heroic Leap: Changes the Squire's 3rd ability. After a small delay, the squire leaps at a target location, stunning and damaging enemies in a radius around the impact zone.

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Uber for monk:
You can only build skyguard towers, and they will attack both air and ground but deal xx% less dmg

And similar could be done for all turrets and all classes.

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The Builder's spec.

Towers cost less x mana and DU (to counter maybe... are x% weaker).

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The Magus Spec (for Apprentice):

Apprentice is granted a shield, a spell learned from his father Grand Magus, that allows him to hold a shield temporarily.

Apprentice gains temporary hit-points shield that regenerates when not taking damage.

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X ability you cast gives you green mana = to the damage dealt / Y.  Not only does this give an optional incentive to be active during the waves and not "build and afk" but it also promotes and rewards ability power builds.


Edit: spec node name could be something like "abstraction" -- a combination of the word abstract (the ability related side of the node) and extraction (the result/reward the node will have when taken).

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@Prince Mononoke quote:

X ability you cast gives you green mana = to the damage dealt / Y.  Not only does this give an optional incentive to be active during the waves and not "build and afk" but it also promotes and rewards ability power builds.

I'm not sure if i should post feedback here, but then you'd just dps to gather mana and then build with your builder or drop mana for someone else.

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@Gutu quote:


@Prince Mononoke quote:

X ability you cast gives you green mana = to the damage dealt / Y.  Not only does this give an optional incentive to be active during the waves and not "build and afk" but it also promotes and rewards ability power builds.

I'm not sure if i should post feedback here, but then you'd just dps to gather mana and then build with your builder or drop mana for someone else.

So?

Let's pretend for a moment it attaches to the apprentice's current 1 ability.  There's a max marked targets, and let's be generous and you mark 10 units (possible with gear increasing your max marks) and deal 5k per target hit.  That's 50k damage.  Let's divide that by, say, 5000.  You get 10 mana.  It's going to take a significant amount of effort to get those 10 targets marked simultaneously and fire your ability and have the ability hit them before they all die.  Also consider these are very generous numbers--in a more realistic scenario you're going to be doing, on average, far less.  ALSO, consider that this would also partially (or even fully) alleviate the complaints about how this ability is not worth using at all right now.

Of course, the more points you put into this node, the lower Y gets, but it would start fairly high, and of course like all other spec nodes, suffers from heavily diminishing returns as you put more and more points into it.


Yes, in the long term, this could be problematic later on if the idea is not fine tuned properly.  However, in the short term, it's: really cool, solves numerous current issues in a singular stroke; has potential for even greater functionality if implemented wisely (for instance, imagine if it was changed to "if ability kills" instead of "for damage dealt"--then you can more easily prevent possible abuse cases while simultaneously increasing difficulty of use and also making the source/cause of its solution of current issues previously mentioned more potent).

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Master Co-Op Spec (All heroes):
By mastering the arts of self love and cooperation this hero gains the ability to switch to any hero in the deck during the building phase (maybe since it wastes a spec during combat phase too?)

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Monk: 

Mechanic - serenity tower now can heal other towers, instead of players;

Thor's touch - lightning aura places a debuff on a mob that passes over it causing X amount of damage to the mob and 1/2X damage to all mobs around it.


Squire:

broken arrow - ballista fires multiple arrows in a small arch but loses it's penetration ability

flak tower - cannon ball turns into a flak cannon doing increased damage to aerial mobs but unable to target ground mobs.

hunker bunker - barrier remove the reflect damage but increases it's resistance to ranged attacks


Apprentice:

cold feet - frost tower emits a pulse on the ground (like a lightning aura) that snares all mobs within say a lightning aura's diameter  around it.

magic mirror - arcane barrier can reflect ranged attacks back to the attacker

earthquake - earth shatter tower puts a crack going out from it towards it's target and the crack shakes for X seconds causing damage to all mobs on the crack. Damage increases with the quakes duration.


Huntress:

waterlogged - geyser no longer has a knock up effect but mobs effected by drench are now slowed.

cold blooded - geyser is able to drench mobs to the point drench mobs hit by a frost tower/attack are insta-killed

fireworks - explosive trap when triggered fires off flares at random nearby targets igniting them briefly

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Squire

Molten Fury-After using Seismic Slam, the Squire´s weapon is imbued with Earth Damage and with a Fire Aura that deals Fire damage to nearby enemies, this effect lasts 5 seconds. 

Heroic Retribution-After using Provoke the Squire starts absorbing a portion of the damage inflicted by the enemies, once the provoke is over, The hero releases this energy back in the form of a blast that deals damage based on the amount that was absorbed.




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Squire Uber

Heavy Shield - This uber grants increased damage reduction and increased reflect damage when using the squires shield

Apprentice Uber

Earthquake Tower - The Earthshatter tower no longer fires earth shards towards it's target but instead causes the ground in its cone to become unstable causing earth damage (tower damage) and a % chance to root enemies in place every few seconds (increased by tower speed) (Use stun animation)

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Elemental Affinity:  Changes the Apprentice's first spell so that it shares the elemental attribute that can potentially be on his weapon. 

This would allow the apprentice to assist with setting off water + elec or ice + earth combos, etc.  I think this is a pretty solid idea.  When I think of mages, I always think of them being able to cast a fire and earth spell too.  This could help give them more variety.

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Squire:

HE cannon- Cannon balls now deal increased splash damage but lose direct damage.

Heroic presence- any allies and/or towers within a certain range of the squire gain an attack and defense buff

Greater good- when the squire uses provoke he has increased health regen that doesn't stop until provoke's effects cease

Huntress:

Nasty brew- the huntress's oil flask deals damage over time but reduces the slow effect or duration

Power of the Phoenix- after the huntress fires piercing shot if it killed any enemies it will 'reincarnate' firing again towards the nearest enemy with decreased range and damage. (It can only activate after the first kill, or it could only go x many times depending on level of spec)

Monk:

Piercing lightning- lightning aura's now debuff enemies physical armor for 'x' time by x% (Name is a filler could be called 'xxxx' stance)  

Chi flow- decreases chi blast cooldown by X% and Heroic wave by Y% (X>Y)

Apprentice:

(NAME HERE) mana bomb can be 'overcharged' so that after it reaches full charge it can charge more than normal by X% and deals that much more damage but consumes Y% more mana (X increases per spec Y decreases)

Adept volley- the arcane volley cost more mana to cast but will deal extra damage to flying enemies and splash damage to ground enemies. (seeing as this might be to powerful this could be split into two specs)


Tell me if you think any of my ideas are good or not



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Going with the idea that was said on the Dev stream about providing alternative ways to apply debuffs.


Apprentice Uber

Blizzard - Replaces Tornado. Instead of firing a tornado forward the apprentice now casts a Blizzard foward dealing damage over time and at the end of it's duration has a % chance to freeze the enemy.

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Monk - Pole Smash hits enemies into the air. The monk focus his Chi, jumps and hits the airborne enemies lighting fast and deals 50% of their current health. 

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Monk needs a spec to boost his skyguard towers. Personally, I'd like to see the missiles gain a chance to ricochet and hit multiple airborne enemies.

Huntress needs a spec for balloon traps. I think balloons should gradually grow bigger after they are launched, increasing in damage with size. The more points invested, the bigger they can grow and the more damage they can do!

Apprentice needs specs for each of his abilities. Bigger mana bombs, wider tornadoes, and arcane bolts that ignore enemy armor.

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Squire

Adapt-Everytime the Squire takes a hit, he increases his physical resistance and magical resistance by 5%, up to 25% for each enemy hit.


Apprentice

Arcane Barrier-a Portion of the damage done by the Mage creates a Barrier around the mage that absorbs damage up to a certain amount.

This Node would kinda turn the Apprentice it to an offtank of sorts with the ability to soak up a bit more damage from mobs if needed.

Master Tactician-When the mage is near towers, he starts creating a barrier on each one of towers that is able to absorb damage based around his maximum mana.

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Squire:

snowball fight-

cannons now fire snowballs. damage changes to aoe and chance to stun changes to slow.

come at me bro-

attack dummy has the same taunt range as squire ability and is ignored by ranged mobs. serenity now heals this defense.

hold the line-

provoke no longer aggro enemies, instead defenses within the [x] range gain [x]% damage increase for [x] seconds




Huntress:

slime shooter -

poison dart towers now shoots globs of slime that poisons and has a chance to drench/slow opponents.

helium rising -

explosive balloons traps now release a bouquet of balloons that have a bigger radius and does more damage per tick.

animal instinct -

increases movement speed, attack speed, and attack damage


Miscellaneous

Say hello to my little friend -

buff pet damage by [x]%

penny saved is a penny earned

increased amount of gold dropped by monsters




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Huntress

Hunters Bond - Pets with physical attacks gain X extra damage based of the huntresses hero damage, pets with magic attacks gain X extra damage based of the huntresses ability power.

Arcane Affinity - The huntress imbues her arrows with her magic gaining X magic damage based upon her ability power or every time she uses an ability she gains magic damage on every shot for X amount of seconds. She replaces one of her ability slots with an activation slot so when ever she fires a shot she consumes X amount of blue mana.

Elemental Affinity - The huntress uses her magic to imbue the elemental powers inside her bow empowering them. If the huntress has a elemental type on her bow the damage is increased based upon ability power.

Ability Master - After using an ability the huntresses basic attacks gain a special ability, each time you use a different ability the special ability changes. Concussive shot - X% chance to stun on ordinary attack, 100% chance to stun on secondary attack. Oil flask - Enemies hit are oiled and has a X% chance to be set on fire on impact. Piercing shot - Each shot can hit multiple enemies.

Frost Barrage - This ability replaces concussive shot. The huntress fires a signal arrow which sends a hail of frost arrows raining down from the sky slowing enemies and dealing magic damage. 

Frozen Shot - This ability replaces piercing shot. The huntress unleashes an ice phoenix that freezes all enemies in a line and leaves a path of ice slowing enemies.Acid flask - This ability replaces oil flask. Lobs a flask of acid that deals magic damage over time and decreases the resistance of all enemies struck.

Pierce - The huntresses arrows go through multiple enemies

Multishot - Percentage chance the huntress fires 2 shots at once

Sniper - % chance on critical hit to slay an enemy 

Piercing Barrage - The huntress stands still unleashing a phoenix every X seconds for X time in which she can change the direction of each shot. Downfalls would be increased cooldown and decreased damage.

Explosive Rounds - Every time the huntress hits a secondary attack the impact creates an explosion dealing aoe magic damage.

Squire

Arrow catcher - When the squire raises his shield for more than x seconds any projectiles in a radius are diverted towards him, if he puts down his shield and tries to move out of the way of the diverted projectile they will still divert towards him to hit him. 

Wall - The squire slams the ground creating an impassable wall for X seconds 

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Apprentice

Gravitational Pull-While casting Mana Bomb the Apprentice pulls enemies towards him(up to a certain radius),once the Mana Bomb is released, all Enemies are knocked back.

Here´s a gif to demonstrate how it would work:

LMsrDtx.gif

 http://i.imgur.com/i1ynvdF.gif

*Edit Reduced the gif size a bit, last gif might have a been too large :P

Squire

Colossal Beam-The Squire´s Sword Beam is 2-3 times larger, deals a lot more damage and slows down enemies it passes through by 70% for 4 seconds, the targets affected by this slow recover it gradually over time, has a negative it has a longer cooldown and higher mana consumption, use with extreme caution.

Another gif to demonstrate how it would work, the ORC gets hit with the Colossal Beam, it deals a lot of damage and it also slows him down by 70%, the Orc gradually recovers his normal walking speed.

4HfNNqA.gif

http://i.imgur.com/4HfNNqA.gif

Edit*

 Added Colossal Beam


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