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Suggest a Sphere!

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Concentrated Firing:

Reduce firing arc by 50%, increase firing rate by 20%. Only work on non circular defense.

Phoenix Rebirth:

Using any skill after death allow instant resurrection,  8s invulnerability and 50% increased hero stat (including hero damage, hero health, ability power, armor, and resistance) until death or end of round. Next death would have 100% longer timer. Cannot be activated when having extended timer.

Active Training:

Training dummy now emits an aura that buff nearby heroes according to ability power of the squire.

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Squire:

(Medium Sphere) - Arced Steel: Reduces ranged damage dealt to the Spike Blockade by 40% (2/2)

(Large Sphere) - Reinforced Bulwark: Reduces all damage dealt to the Spike Blockade when hit by a melee attack by 50% for 5 seconds, 20 second cooldown. (1/1)

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Apprentice


Aetherium Alloy

Your Arcane Barriers are immune to projectile damage (take reduced damage from projectiles)


Arcane Innovation

Your Arcane Barriers transform into Aether Cannons (Rapid Fire, Piercing, Magic) and your Flameburst Towers transform into Inferno Barriers (apply Fire DoT in melee range).


Arcane Knight

You can no longer use a Staff, but use Sword & Shield instead.


Black Magic

Tainted by your new demonic powers, Demons spawn from your Arcane Barriers and grow more powerful with each upgrade.


Frostborn

Your Flameburst Towers transform into Frostwind Spires (Frost damage in  a cone, occassionally knocking back enemies).


Magic Pollution

Your Marks spread in a medium radius.


Mind Over Body

You lose 90% of your HP but triple your blue Mana. You regenerate an additional x mana per second.


Missile Madness

Your Magic Missiles spread in random directions, but deal quadruple damage in a small AOE if they manage to hit.

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Hunter Spec:

After a few shots have a x% chance to use instantly a random skill but not using her mana

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Huntress Uber Sphere

Assassination: Every time the huntress auto attack her arrows has 10% chance of insta killing a monster. Of course this wont work on mini bosses and bosses.

Arrow Rain: When a huntress shoots her charged 2ndary attack into the air a bunch of arrows will rain down on the nearest enemies, if no target is found near the huntress the arrows will rain down on her. Also the arrow rain will apply element effects depending if your weapon has any. 

Squire Uber Sphere

Stone Castle: The squire's provoke ability will now have a larger provoking radius and turn him into stone for 5 seconds so he receives no damage while the enemies are provoked to him. At the end of the 5 seconds of him turned to stone he will "de-stone" and unleash an explosion of element depending on your weapon. If your weapon don't have an element effect then he will simply unleash a wave of wind that will push back the aggro'd enemies.

Apprentice Uber Sphere

Arcane Knowledge: When the apprentice uses his mana bomb while standing on top of towers, it has a 50% chance of increasing any magic based tower's damage,range,attack speed for 10 seconds.

Monk Uber Sphere

Enlightened One: When the monk enters a dungeon map he will automatically turn into a giant sage that gets +9999 all stats and bosses/ mini bosses will kill themselves when looking at  him in the eyes.

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All heroes: Solo Spec - When playing solo all stats are increased by 30%

Monk: 

Lose the Boost - Turns the boost aura into a debufff aura that effects enemies rather than towers, increasing damage taken and reducing damage dealt.

Bola Thrower - Makes the sky guard tower unable to hit air units and allows it to hit ground units. Instead of being able to hit multiple targets all the time, the bola thrower will only be able to hit 2, however it will accelerate its attack speed per attack by (somewhere around) 10% reaching a max attack speed at 50 attacks. It starts out with a ridiculously slow attack rate. Resets attack speed at the end of the wave.

Huntress: 

Spray and Pray - Causes the poison dart tower to lose a large portion of its range but gain piercing projectiles and less accurate projectiles.

Charge Power - Causes basic attacks to deal 25% less damage, but increases time you can charge alternate fire for (increasing damage based on time charged up to 300% normal charge damage for double charge time). Fully charged attacks can penetrate enemies, dealing 5% less damage to each subsequent enemy.

Squire: 

Spear Wall - Causes the spike barricade to have 15% reduced max health, but causes it to have a ranged attack that hits all enemies in a rectangle directly in front of it (all of its spikes stab out like spears).

Disguised Dummy - Causes the dummy to periodically taunt enemies within a large radius for a short period of time, but causes it to deal no damage.

Rapid Fire Ballista - Causes the ballista to have lose even more damage per pierce and have a large decrease in accuracy (making its shots fire randomly within 5 degrees either side of the target) but fires at double the speed.

Apprentice: 

Shield - Turns the arcane barricade into a barricade that projects an energy wall above it, preventing any enemy projectile (including piercing ones) from passing through. Shots that hit this wall deal half damage, however the wall itself takes double damage from all sources.

Laser Blazer - Replaces the frost tower with a laser tower that deals consistent fire damage instead of the slow. Damage increases based on how long the tower stays on the same target.

Rock-Blocker - Causes the earth-shatter tower to have a 33% smaller radius, and attack 25% slower, but causes every 3rd rock it attacks with to stay in place for a short period of time (2-3 secs) acting as a wall. Rock walls have a third of the towers health and pull aggro slightly less than normal walls.

Ballistic Magic-Missile - Causes magic missile to not need marked targets, instead it fires a bunch of missiles into the air that then seek out enemies and hit them. Each enemy hit is then marked for you.



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Huntress

Medium

Charge dmg, increases secondary charge move dmg by x%


Large

Piercing charge shot, secondary charge attack has x% to pierce

Piercing shot (phoenix hero move one), has x% to ignite enemies on hit.


Uber

Blaze balloon, no longer burns enemies but sets the ground on fire similar to the inferno trap.

Geyser trap, drenches the target in oil slowing them.

Poison dart tower, Shoots 1 big dart that can pierce very similar to ballista but keeps pdt's poison effect.

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Apprentice

Gravity Cores - Enemies knocked up by Earthshatterer Towers take much longer to drop back to the ground

Ice Missiles - The frozen remains of enemies shattered by your towers or your hero turn into deadly missiles to impale nearby enemies

Blue Flames - Enemies killed by your Flameburst Towers continue to burn for 5 seconds, damaging enemies that pass them. Turns Flameburst projectiles blue

Magnetic Barriers - Enemies that damage your Arcane Barriers from a distance will be pulled towards them and forced into melee attacks

Boil - Frozen enemies that get damaged by Flameburst Towers will be scalded, reducing their attackspeed and dealing damage over time

Sword of the Earth - Earthshatterer Towers deal massive damage in a thin, straight line

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Blaze Balloon- will now unleash 3 Balloons at once hovering in circles arround the trap dropping bombs on nearby enemies :D each bomb does damage on impact and leaves a smaller version of the burned ground.

Poison Dart- will now fire into the air causing a hail of arrows falling down at the targets positon causing a temporary damaging and poisoning zone.

Geysir Trap- will increase in size, increasing its damage and knockup duration slightly, allowing it to even knock up ogres, but has decreased recharge time.

Ice Tower- Frozen Targets will shatter right away causing some damage to surrounding enemys aswell.

Earthshatter Tower- now has a chance to dig up oil from the depths of the earth, leaving a pool of oil on the ground applying the oil status on enemies walking over it for a few seconds.

Harpoons- will now charge longer to fire a stronger harpoon which deals more dmg and knocks back enemies.

Training Dummy- will be able to reflect projeticles back to its attacker once it started to spin.




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Assassin Orb: Huntess can instead attack powerfully and automatically at melee range against targets near her. She loses collision with enemies or can do more damage from behind. She can now equip a sword instead/ or it converts her bow damage but she still uses blades.

Elven Longbow (Huntress): Attacks become much much slower but hit much much harder. 

Berseker (Squire): Equip two swords as squire.

Geomancy (for EV, apprentice, huntress): Firing at range will apply elemental damage based on what you are standing on. Water cannon in water, earth on land, etc. Also applies to standing on towers.

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@Ninja_Kero quote:

Elven Longbow (Huntress): Attacks become much much slower but hit much much harder. 

I like that one (even though I would also add increased critical damage)
And maybe reversed, too?
Quick Draw (Huntress): Less Damage, but a higher attack frequency.

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@TheDoctor quote:
@Ninja_Kero quote:

Elven Longbow (Huntress): Attacks become much much slower but hit much much harder. 

I like that one (even though I would also add increased critical damage)
And maybe reversed, too?
Quick Draw (Huntress): Less Damage, but a higher attack frequency.


Not sure it counts as uber unless it does something slightly more. So... slower shot works better on large targets/ hitting critters on specifically the head. Faster would hit harder on smaller targets or have a small insta kill effect on weak targets.

Alternatively make it so remaining in combat for the fast shot further improves dps, while waiting a bit between shots improves slower shots further. Picking your targets, and so forth.

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I tested the uber-sphere for Apprentice - This is really useless the normal tower do 250% more damage have the double, with equib the tripple, range and achieved betsy from the stub. For a usefull Ubersphere for Apprentice would when the tower have the same range & DPS but then with 360 degree attackrange and higher attack rate.

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@Planloser quote:

I tested the uber-sphere for Apprentice - This is really useless the normal tower do 250% more damage have the double, with equib the tripple, range and achieved betsy from the stub. For a usefull Ubersphere for Apprentice would when the tower have the same range & DPS but then with 360 degree attackrange and higher attack rate.

This really isn't the place for feedback about existing ubers, this is a thread to suggest a new spec. 

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A large sphere which gives a decent chance of the fireball turrets to put a target on fire. The Apprentice uber sphere which we already have, should always put a target on fire IMHO.

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does Trendy even care about this thread anymore.

Has anyone(Trendy) even looked at some of the ideas suggested? If so has dev considered implementing any of them? Feedback works both directions.

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@EviLGreeNPenguiN quote:

does Trendy even care about this thread anymore.

Has anyone(Trendy) even looked at some of the ideas suggested? If so has dev considered implementing any of them? Feedback works both directions.

Yes, we're logging down all of the suggestions in the sticky threads and in every thread in the Suggestions forum. :)

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Squire large:

Training dummy send oil in a small area when spinning, the faster, the wider the area.

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Apprentice Uber: Frostlockade 

Apprentice blockade explosion now freezes all enemies near it.

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Apprentice Large: Cursed Marks

Apprentice's marks are curses and now deal damage over time to the marked targets.

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@Gutu quote:

Apprentice Large: Cursed Marks

Apprentice's marks are curses and now deal damage over time to the marked targets.

Notes on this. While I do like this as an idea and it synergizes awesomely with his more marked units and 'towers now mark targets' effects, it effectively prevents him from err.... casting.

If I may, I have some variations that would make this work better. For example, the curse takes effect after being popped by a spell, or his spells no longer pop marks as they are now curses. I feel like it would also be nice if it did percent enemy hp if spell popped, or stacked up to a point then exploded on its own, or something like that.


As my own curse suggestion,


Apprentice Uber: It simply makes firing at the floor make a cursed area (during build mode?) as per the staff bonus. It also stacks with the staff adding another maximum cursed area if one is worn. Probably works with the above large suggestion in some manner. May or may not be enough on its own. If not, small units dying on cursed spot have a chance of popping back up as a friendly weak skeleton. Works as a form of counter necromancy via necromancy.

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Squire Large: Standing behind a squire wall slightly increases all hero's range, armor values, and damage. This value increases if said wall is under attack.


Monk Large: Serenity aura increases mana regeneration slightly.


Any Large: Can over-repair anything 10% more than the usual amount. Preparation. Unique.

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Apprentice Large: Critical Mass: Arcane Walls and variants use their special thrice on death.

Apprentice Uber: Prismatic Wall. Wall no longer does damage or knockback. Wall now fires every x seconds on its own as well as when triggered, perhaps triggering more often. Wall now afflicts random negative effects on enemies that are hit by each pulse. Possible pulses include oiling enemies in front of wall. A temporary damage reducing curse in front of wall. 

Apprentice Uber: Magic Fog. Wall is no longer a real wall, it is like a monk aura, requiring upkeep, and is an area of purple fog. Enemies cannot range through fog. Enemies fly slower through fog. Enemies cannot cast in fog.

Apprentice Uber: Gravity Magic. Earthshatterers are now Earthbounders (Gravity Wells?). Affects only flying, yanks air to ground level, where traps and other ground targeting towers may now work. Deals fall damage. May or may not slow ogres. Slowgres.

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Not sure if it should be a uber or not but I like the idea of the Training Dummy shooting out daggers of poison or causing bleeds so it could deal with ranged mobs. This would make its melee weaker but it could be an improvement over just being like a wall. Thinking maybe locking it into a lower spin speed as a trade off but maybe later down the line they add a combo with bleed+frozen(frostbite) where the enemy takes the full amount of bleed instantly.

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