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Huntress Uber:

Huntress' poison dart shoots a poison bomb that leaves a cloud that poisons all enemies and/or stops ranged units shooting through the cloud because they cannot see correctly

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Duel wielding for the squire. Allows the squire to have a second weapon instead of a shield in his off hand, cannot block and looses all bonuses that the shield would otherwise give. Attack damage per swing is averaged between the two blades (X + X / 2) but increases attack speed by X% amount. The shield slam would also be unavailable maybe replaced with another ability of equal or lesser power, or the cool down and manna consumption of the sword strike ability decreased substantially to compensate for lack of AOE damage.      

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Apprentice

Icy Hot: Flame Towers now fire bolts of ice which chill and slow enemies (Flame Tower spd reduced by x%), while the Frost Tower now shoots a beam of hot plasma at enemies (Frost Tower range reduced by x%).

Graphic Changes:

  • Flame Tower now has blue balls that are fired instead of orange/red
  • Frost Tower beam is orange/red instead of blue
  • Overall very simple graphical changes

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The apprentices secondary attacks bounce/ricochet between enemies instead of piercing in a straight line, as well as increasing the number of enemies able to be marked and attacked with arcane volley, this would help immensely with with CQC and attacking around corners in smaller maps.

The Monks boost aura weakens enemies instead of boosting defences this would equate to the enemies doing less damage to defences and players, the enemies would only be able, to be affected by on of these at a time to prevent it from being exploited upgrading the boost auras power would upgrade to weakened de buff placed on enemies to a certain amount.

huntress's explosive trap tower is converted into a carpet bombing tower, upon detonation a napalm like substance would ignite in a straight line coming from both ends, think bomber man. (arrows during placement could help with positioning) this would set all enemies on fire and do damage over time. Its initial blast damage would be lower and have a smaller amount of charges than a normal explosive trap in exchange for extra range and the applied burning affect. this would allow players to place these traps in criss cross patterns to further maximise area coverage and damage output and would allow synergies with other powers, towers and environmental traps.

 

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Sub zero: Frost towers range gets shortened but they instantly freeze an enemy for x seconds. would be prefect against bombers.

Rejuvination aura: Serenity aura now regenerates blue mana instead of health

Earth avatar: Earth shatter tower summons a single tanky earth elemental dealing aoe damage with every hit

Range tower:  Boost tower gives a lower damage boost but increases the range/AOE of the effected towers by x%

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Firstly, I truly love the idea presented on the Dev stream.  The runic system will definitely open a lot of diversity.  I can only hope that the runes are tiered like loot ex common, rare, epic, and legendary.  I think it would be fun to have legendary Uber runes/spheres offer defense based towers from different classes.  If this is implemented it should be incredibly rare and the towers basic and non-upgradable.

For example Huntress finds a Uber rune that has -balloon tower and +arcane blockade (not sure on skill name).  The huntress does not use Balloon and sees value in having a blockade to help slow enemies down while using poison tower.  Even though the blockade cannot go past Tier 1 and no modifiers can be equipped to boost or augment the skill, it still adds diversity and opens up more viable builds. The Huntress would also have to decide if having the relevant tower is more beneficial than other Uber runes. 


-important question


Will the runes have their own inventory system or will they take up existing bag space?  In my humble opinion, I truly hope that a rune inventory system gets implemented for the end user experience and quality of life.  This would possibly open up a new revenue stream for additional Rune inventory space.  However, if this type of system is implemented the "free space should remain reasonably sufficient ex 32-64 shared spaces" 



Thank you for reading my post, I hope it aids in adding value to this discussion.


Regards

Vemi

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Squire: Dummy is a Hate-Word! (Working Title)- Training Dummy deals X% more damage corresponding with how much health it's lost, stacking with the Spin Speed


Apprentice: Smoke and Mirrors- Arcane Volley now has X% chance to Confuse an enemy


Huntress: One Shot, One Kill- Critical Hits now deal X% more damage, and occur Y% more frequently


Monk: Yin and Yang- Using Basic Attacks powers up your next ability by X%. Using an Ability powers up your next 6 Basic attacks by Y%

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@Leidiriv quote:

Squire: Dummy is a Hate-Word! (Working Title)- Training Dummy deals X% more damage corresponding with how much health it's lost, stacking with the Spin Speed

Still not useful it would need something like:

> Training Dummy is now immortal.
> Damage increased to 10k per hit.
> When Nearby wyverns come it jumps up and slices the wyvern.
> When reaching max spinning speed it hit kills all map.

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@Gutu quote:


@Leidiriv quote:

Squire: Dummy is a Hate-Word! (Working Title)- Training Dummy deals X% more damage corresponding with how much health it's lost, stacking with the Spin Speed

Still not useful it would need something like:

> Training Dummy is now immortal.
> Damage increased to 10k per hit.
> When Nearby wyverns come it jumps up and slices the wyvern.
> When reaching max spinning speed it hit kills all map.

I'm sorry for even thinking about calling you a dummy Mr Training Mannequin. Please spare the land of Etheria and all who inhabit it, we're just trying to think of ways Sir Squire could specialize!

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Freezing Tornado,The Apprentice Tornado does exactly what it used to do before, but now it leaves a trail of ice that lasts for 2-3 seconds, enemies that walk over it will be slowed down by 40%, might need have slightly longer cooldown.


hkK058Q.gif

Ripple for PoleSmash, the Monk PoleSmash now has a ripple effect on it, in front of the polesmash, a couple more spawn after the first, each one of the ripples knocks up enemies, but each one of those ripples are slightly weaker so they knock up less and do less damage than the one before, each ripple happens slightly before the previous one ends.

zbv0SUZ.gif

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I have one concern on the Uber Specs on whether or not you should be able to switch them out anytime during a dungeon. My concerns is that a player that has earned both Uber Specs, after the update, will have the tower spec up for building phase and switching to the class ability spec after building the towers to start the defense phase without any penalties of switching out the specs. I would like to suggest that probably have the Uber Specs for a tower to have a small additional effect.

-Examples:

--The Huntress's Explosive Trap lays down 1 additional explosive objects

--The Apprentice's Flamethrower tower can now burn targets, dealing X% amount of damage depending on the tower's damage for 4 seconds.

Having them not equipped will not give them these abilities. In my head this seems alright, but I believe some people will not agree. I would really like to be able to have both flame burst tower and flamethrower tower in the same map, at the same time not having an ability Uber Spec active at all times during the combat phase. I hope the devs will consider these suggestions, or completely change them (that's fine), so that I won't have that mentality of always having an ability Uber Spec more than half the time.

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This is a tribute to one my favorite characters of all time, Guile from Street Fighter

Sonic BEAM:Squire´s Sword Beam now launches a powerful Beam that explodes on the first target it hits dealing massive damage and knocking every enemy hit by the radius of the blast.

Now you can SCREAM SONIC BEEEAAAAAAAM!

COPwq9z.gif

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Uber: Ultimate Cooperation

When 2 players in the same game have this Uber all their stats get increased by +15%. a third or forth player would also get if he has the uber spec but the increase amount is the same.

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Hero Specs

    All of these ideas that I came up are mostly related to towers and also help out to diverse builds, feel free to edit or change the name, effect, etc or not even use it! I’ll try my best to explain each one.

===========Squire Specs

=Large – Training Dummies – Clusterphilia - Upon receiving damage from enemy sources, there is an X% chance that the Training Dummy will pull in enemies within an X radius.
   
Training Dummies sit there and seem to just get bullied by ranged enemies, so to counter that, why not punish them for their cruelty? They can also be used to pull in enemies into Huntress’s Traps and Monk’s Aura’s.

=Uber – Cannonball Towers – Shy Towers – When an enemy gets too close to Cannonball Towers, they hide underground, allowing the enemy to pass by.

This spec is to help increase survivability to for the cannons, although this would not work out against ranged enemies (because the enemy would need to be close to the cannon for it to hide), another complication would be if a swarm of enemies would come and stomp all over the cannons.

=Uber – Ballista – Highlander Ballista – Ballista has extended range and very high damage, ballista locks on a high HP enemy, after X seconds of delay, the ballista would launch a devastating shot.

Towers seem to attack the front most enemy and never really prioritize on a specific target. This spec would make the ballista into a sniper tower. This cannot replace a DPS Built Huntress due to its very slow attack rate.

=Large – Squire’s Towers – Fallen Brothers – When any tower/blockade is destroyed, adjacent Squire Cannons and Ballista gain a Defense/Speed Defense Boost for an X second period.

When a text comes up that someone’s defense are destroyed, mostly players freak out and believe it is total GG. To give the players time to get to the damaged defenses and repair them, this spec would give them time.

=Uber – Spike Blockades – Boxer Blockades – When Spike Blockades are being attacked, there is an X% chance that the blockade will punch the attacker with very high knockback damaging any enemies within its path.

Very amusing to use an enemy as a bowling ball to your advantage. Now there are two ways these can be used, they can knock these enemies into ranged mobs or off a cliff. This is mostly for fun.

=========Apprentice Specs

=Uber – Earthshatter Towers – Terraform – Earthshatter Towers have wider attack angle and have very slow attack rate, these towers can create temporary crater walls to hold off enemies. Crater walls have a small X defense health and one can be deployed at a time.

For an apprentice who wants to make a high defense health build, this can be beneficial to the player. This can hold off a lane to give other towers time to deal more damage.

=Uber – Arcane Barriers – Crystal Reconstruction – Arcane Barrier’s base defense health is reduced, when an Arcane Barrier is destroyed, the barrier recovers within an X second delay.

Just more of a little thing, this is better for players who want to focus on using their tower mana on other towers but want at least some form of protection. If this is not as interesting as it is, then another concept would be…

=Uber – Arcane Barriers – Moral Conversion - When an Arcane Barrier is destroyed, the last hitting enemy gets converted to fight for the Heroes for a period of time.

To make arcane barriers more of an offensive tower, it can be used to provide support for the Heroes. Although the converted enemies do not draw attention from other enemies, so the enemy lane is not necessarily delayed.

=Uber – Arcane Barriers – Arcane Pierce - Arcane Barriers upon detonation from damage, now release a beam of energy, damaging any enemies within it’s path.

This would make barrier placement more important for arcane barriers, plus it would be cool for the arcane barriers to release a devastating beam.

=Uber – Frostbite Towers – Ice Spears - Frostbite Towers now shoot shards of ice, each deals small amounts of damage and applies a small slow effect, when an enemy takes a certain amount of shards, the enemy will freeze.

I hardly see the frostbite towers being upgraded, I assume because there is really no reason to upgrade them other than to just slow down enemies, to give these towers a purpose to be upgraded, the spec can have the towers deal DPS alongside other towers.

=Uber – Flameburst Towers – Nova Bombers - Flameburst Towers now have slower attack rate and larger attack radius, when the tower attacks, it launches a fireball into the air landing onto enemies causing a large blast radius.

This is Michael Bay material right here, seeing that huge explosion is satisfying to see! Pretty much, just a spec to include into the game… more explosions!

=Uber – Flameburst Towers – Napalm Blaster - Flameburst Towers have slight lower attack rate and damage, when an enemy is attacked, the enemy is ignited and leaves behind a trail of fire damaging other enemies who are on the trail.

This can turn an enemy into a walking Ghost Rider, this is more effective if this is applied to the more front enemies, plus this is going to burn down many buildings.

==========Huntress Specs

=Uber – Geyser Traps – Oil Geysers – Geyser Traps have a lower health defense base and attack rate and now apply oiled status on enemies.

So last time, I used an Electric Bow and combined it with really good geysers, I had fun using this set up, until I got a Fire Bow. I had trouble using it’s element on situations; I can use the oil skill, but it was costly and too long to use. So why not make a clean environmental geyser into a polluted piece of junk to let huntresses focus on cooking their targets.

=Large – Explosive Traps – Unstabilized Mines – Explosive Traps deal more damage up to a maximum of X% based on remaining charges.

Explosive Traps run out of charges pretty fast, so why not use it as an advantage? This would let the players think a second time rather than just plainly refill charges!

=Uber – Blaze Balloons – Balloon Party - Blaze Balloons can now be moved away from base by hero’s range attacks, as one balloon leaves from base, another one is made. There is a limit of how many balloons can be out from that base.

So these Blaze Balloons are pretty weak, even with good stats, these balloons hardly kill any mobs. Instead, have multiple balloons out at once to increase effectiveness of the tower. Also, triggering the balloons with hero attacks seem meaningless if enemies can already trigger them, so why not move them around instead? It can improve defense interaction with the players.

=Uber – Poison Dart Towers – Spread The Infection – When a poisoned enemy dies, the corpse emits a poison cloud, resuming the stacked poison onto other enemies.

After all of the Poison Dart Towers have pumped in so much poison stacks into one mob and dies, the other enemies have already passed them! All of those stacks just for one enemy, so it would be better to resume to poison stacks and spread it to other enemies to cause chaos.

=Large – The Huntress – Cupid’s Kiss – Every huntress shot has an X% chance to convert the attacked mob to fight for the huntress for x seconds.

This would be a nice twist added to the huntress, the enemies can now be charmed by her and will fight alongside of her!

===========Monk Specs

Uber – Serenity Auras – Hero’s Sanctuary¬ – When a Hero is on the Serenity Aura; when enemies step into the aura, the enemies prioritize the hero and cannot leave the aura. The more enemies there are, the faster the aura depletes.

This spec will give DPS Heroes their personal space to attack and defend a lane. Sometimes in a co-op game, some players want to feel as important as the builder of the team.

Large – Sky Guard Towers – Death From Above – When an airborne enemy is killed, it explodes upon landing dealing x damage.

    Just for added security for the towers, and plus… explosions!


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Some of my own:


Time Bomb - Converts explosive traps to sticky bombs, when an enemy triggers it they get a bomb on their head. When they die it explodes. Inspired by a little Zilean (league of legends) and Tick bomb (from the game Deathtrap).


Unnamed - The ballista now deals 50% less damage to ground targets and 50% more damage to airborne targets. Promotes synergy between classes.


Salvager - When a tower is destroyed it drops a % of mana it cost based on its level. Something like 15/30/45/60/75 might be good. (How many upgrades are there I don't max them out often...4 for a total of 5 levels?)


Undertow - The geyser trap now implodes, sucking in nearby monsters. 


Unnamed - Tornado now marks all targets hit. A little perk for the arcane volley players. 


[[37048,users]] the Banana Master quote:

=Large – Squire’s Towers – Fallen Brothers – When any tower/blockade is destroyed, adjacent Squire Cannons and Ballista gain a Defense/Speed Defense Boost for an X second period.


When a text comes up that someone’s defense are destroyed, mostly players freak out and believe it is total GG. To give the players time to get to the damaged defenses and repair them, this spec would give them time.


=Uber – Arcane Barriers – Moral Conversion - When an Arcane Barrier is destroyed, the last hitting enemy gets converted to fight for the Heroes for a period of time.


To make arcane barriers more of an offensive tower, it can be used to provide support for the Heroes. Although the converted enemies do not draw attention from other enemies, so the enemy lane is not necessarily delayed. 


=Uber – Flameburst Towers – Nova Bombers - Flameburst Towers now have slower attack rate and larger attack radius, when the tower attacks, it launches a fireball into the air landing onto enemies causing a large blast radius.


This is Michael Bay material right here, seeing that huge explosion is satisfying to see! Pretty much, just a spec to include into the game… more explosions!


=Uber – Flameburst Towers – Napalm Blaster - Flameburst Towers have slight lower attack rate and damage, when an enemy is attacked, the enemy is ignited and leaves behind a trail of fire damaging other enemies who are on the trail.


This can turn an enemy into a walking Ghost Rider, this is more effective if this is applied to the more front enemies, plus this is going to burn down many buildings.


==========Huntress Specs


=Uber – Geyser Traps – Oil Geysers – Geyser Traps have a lower health defense base and attack rate and now apply oiled status on enemies.


So last time, I used an Electric Bow and combined it with really good geysers, I had fun using this set up, until I got a Fire Bow. I had trouble using it’s element on situations; I can use the oil skill, but it was costly and too long to use. So why not make a clean environmental geyser into a polluted piece of junk to let huntresses focus on cooking their targets.


=Large – Explosive Traps – Unstabilized Mines – Explosive Traps deal more damage up to a maximum of X% based on remaining charges.


Explosive Traps run out of charges pretty fast, so why not use it as an advantage? This would let the players think a second time rather than just plainly refill charges!


=Uber – Poison Dart Towers – Spread The Infection – When a poisoned enemy dies, the corpse emits a poison cloud, resuming the stacked poison onto other enemies.


After all of the Poison Dart Towers have pumped in so much poison stacks into one mob and dies, the other enemies have already passed them! All of those stacks just for one enemy, so it would be better to resume to poison stacks and spread it to other enemies to cause chaos.


=Large – The Huntress – Cupid’s Kiss – Every huntress shot has an X% chance to convert the attacked mob to fight for the huntress for x seconds.


This would be a nice twist added to the huntress, the enemies can now be charmed by her and will fight alongside of her!



I like all these ones.

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So I've got a couple ideas ready for ya Trendy (and the esteemed Defense Council). Hear me out!

Monk Spec: Weapon Preference (good name pending there....)

A spec node that would allow the monk to focus his abilities on either melee or ranged attacks. Now I know how greatly this would change the Monk's combined attack playstyle, but that's just it. Maybe you use your monk to charge in and wreck goblins, or you only shoot from afar and never bother to rush in. I know I always had trouble deciding in DD1. 

DD2%20Monk%20Spec%20Node%20Weapon%20Pref

I truly believe that there should be a three path type of weapon spec for the monk. Melee, Ranged, Balanced. Think it over.

Squire Spec: Berserker Rush (I actually feel like this name would be good)

A spec node that would change the Squire's sword beam, to a charge attack. With the Squire's bulky, tank like nature, I feel like a charge into the fray would be a great idea in many situations, like quickly saving a teammate with a rush and then shield wall combo (don't lie, you just imagined it and it looks freaking awesome). Maybe you could use it to leap to vantage points that nobody else could, like across chasms or rock formations. Or maybe you just wanna bust through the ranks of goblin hordes to get somewhere behind 'em. This ability could have HUNDREDS of applications! Please do it Trendy. Do it for me.

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Monk Uber Chain Lightning

Turns Electric Aura into a Lightning Field, when an enemy walks into the field they get blasted with lightning, the lightning will chain to any nearby enemies.

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My Spec ideas:

Apprentice:

Towers:

1. Lighting Tower: Changes Frostbite tower into a lightning tower that hits enemies in a chain. (Just like in Dungeon Defenders 1) Magic dmaage

2. Earth Quake Tower: Changes Earth Shatter Tower into an earthquake tower that targets the farthest enemy within radius then hit the ground causing an earth quake damaging all enemies in its path before hitting its target. Physical damage

3. Ground Pound Tower: Changes Earth Shatter Tower into a Ground Pounding tower that constantly hits the ground damaging all enemies within its short radius. Physical damage


Squire:

Towers:

1. Missile Launcher: Changes the Ballista Tower into a Missile Launcher that fires Powerful missiles and a slow speed at nearby enemies. (Including air enemies) Magic damage



Huntress:

Towers:

1. (This one is kinda a long shot) Detonator: Changes the Poison Dart Tower into a detonator that activates when an enemy is nearby... It doesn't do damage itself, but it does activate map traps (traps that are placed in the map by default)



Monk: 

Towers:

1. I couldn't think of any for the monk lol


I will think of some more later!   ^_^


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I personally think the Squires cannon ball tower needs a little love. I was a little disappointed when I saw that there wasn't a spec for it.

Big One:  The cannon ball tower has a X% chance to launch an extra-large cannon ball.  It can hit multiple enemies in a small area, dealing normal damage and knocking back enemies hit.

I didn't want to take away from the fire ball towers AoE, because it is similar to the cannon ball tower, aside from its magic damage type.

Maybe not this, but I feel like every tower should get its own spec.

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Cripple Shot: Basic huntress attacks have a %x chance to cripple a monster for %x making them slower 


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Huntress spec, probably Uber.

- Oiled enemies get % more poison damage

- Frozen enemies get % more poison damage

- Burning enemies get % more poison damage

- Electrocut enemies get % more poison damage

All of the above come in one sphere and stack for ultimate punishment.

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On the subject of skill specs/spheres, I believe that we should keep the spheres as they are but, bring back the specs like before the update allowing specific character customization with each level after 5. This is also beneficial for early - mid-game scenarios when leveling 3+ heroes because the specs are free while it costs too gold to unlock the spheres for each character to be customized. Also, the uber spheres could be less powerful than they currently are, but augment the specs by the whatever %. This would be, in my opinion, the best way to handle the spec vs. sphere phenomenon, while still maintaining balance and fun gameplay.


Thank you for considering this, and I hope you decide that this makes sense and you implement it!


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Monk new offensive Ueber-Skillsphere...

The Blackhole:

The secondary attack of the monk becomes a charged attack like the huntress and fires a black ball of anti matter. When the ball hits the first enemy it colapes into a blackhole which suckz nearby enemies to the center and deal a small ammount of damage, but mainly this Skill is used as crowed control, delaying enemies or sucking them back into auras for example.

greetz fl4sHb4nGeR?!

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