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Suggest a Sphere!

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Monk:

Readiness Aura - Replaces serenity aura with cheap (10 pt) aura that causes anything in it to be upgradeable or repairable instantly even while waves are in play.

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How about a berzerker spec for any of the classes where offensive abilities have increased range/effect, but also damage defenses and heroes?

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Uber Specs for the Apprentice


Concentrated Power/Suppressed Fire: The Apprentice's basic attacks can no longer mark multiple enemies, instead his primary attack marks a single target and his secondary fires a barrage of bolts equal to the maximum number of marked target (Ex. If he can mark 4 enemies then 4 bolts are fired).

The Apprentice's first ability fires bolts equal to three(subject to change) times the maximum number of marked targets (Ex. If he can mark 4 enemies then 12 bolts are fired).


Frozen Wasteland: The Apprentice's Frost Tower becomes supercharged, and instead of firing a beam at an enemy instead fires it along the ground, creating patches of ice that drastically slow enemies. The longer enemies stay on the ice the higher the chance they have of being frozen.


Ruptured Earth: The Apprentice's Earthshatter tower loses some damage but fires drastically faster and gains an increased area of effect. Additionally, each attack from the Earthshatter tower leaves a stone spire at its point of impact, attacking the spire will deal damage to nearby enemies equal to a portion of the Apprentice's defense power. Only one spire per Earthshatter tower can exist at once.

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Apprentice Uber Sphere: summon skeletons that fight on your side. could be on certain damage taken/ certain % chance or some other trigger mechanism :)

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Earth tower creates open graves enemies that fall into these graves take take 20% increased damage and if they die in the graves they come back as skeletons but don't drop the 20% debuff(this has a chance of making to much lag if the skeles stay to long) fight for the mage but if the mage dies they go back to evil mobs(this is something you would rarely see but it just seemed like what would happen if you killed the summoner) 

the fire tower now deals its damage as a DoT enemies affected  with this dot take 20% more damage from all sources and have a haunting spectre that heals nearby towers and allies for a very small amount only one can be active at a time and once the target affected with it dies it effects the one furthest away from the towers 

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Having an Uber Sphere that turns all the Apprentices abilities to a Specific Element.

For Example Frost

Tornado turns Into Ice Bolt: Shoots an Ice bolt in a line in front of you. If it hits an enemy deal "X" amount of damage to the target, the bolt then splinters and hits 3-6 Other targets in an area for 30-50% of damage the damage dealt to the main target. Slows All enemies hit.

Arcane Volley Turns into Chilling Storm: Freeze up to 5-7 Marked Enemies for 2-4 seconds.

Mana Bomb:Turns into Cooling Blast: Freeze up to 10-12 enemies around you. If they are already Frozen they shatter and deal % of Ability Power in Damage to all enemies in the area.

Passive Ideas for Items for this type of build:

Passive 1:Chill Out Has a 1-5% chance to freeze a Target for 2-4 Seconds.

Passive 2: Slowed Advance : Marked targets have a higher chance to be frozen by Frostbite turrets by %.

Passive 3: Shattering Bones: Earth shatter tower has a %Chance to shatter frozen targets dealing 20-40% tower damage to enemies around the frozen target.

Parallel Ideas that change abilities for other characters

For Examples

Squire instead of elemental abilities  for him it would probably be more along the lines of Weapons Trainee (Dual Wielding) / Armor trainee (Shielding / Health Boosting)/ Dark Squire (Corruption)/ Paladins Escort (Support) : Going with those themes changing their abilities accordingly.

Huntress may look more like. Engineer (oils and explosions)/ Alchemist (Poison) / Druid (Support)/ Night Walker (Corruption)

I sadly have little Ideas for the Monk, but you get the idea.

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I am sure it has been suggested already but honest I am too lazy to check 9 pages of replies.
The Apprentices Earthshattering tower. MudSlide.
Drastically reduce the damage per hit but make the tower Always attack at Max range in a strait line towards the closest enemy. In a wave along the line smaller versions of the pillar will burst out, allowing the tower to seemingly attack faster and hit more enemies, the actual attack rate of the tower need not be changed. If you do not like the idea of having it attack in a strait line you could make it chain from one target to the next, given the targets are not too close together, so it could feel more fluent.
I already like the tower as is but as soon as I saw it attack for the first time I just kind of wished it was more of a wave of smaller attacks rather than just one larger attack and with Ubers it is possible to have both.

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how about an Uber Sphere that makes the huntress poison dart tower only work for aerial monsters? The thing kind of looks like it should be an anti aircraft tower anyway and you could scale the damage up so that the dps output is similar to the monk tower? would be nice to have another option against flying monsters.

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@Grim indeed quote:

aquatic blockades, magic blockades periodically pulse an aoe wave that drenches enemies

This is a good idea. The huntress has a build to have poison dart towers as blockades, why can't the apprentice's blockades have some sort of magical attack uber like drenching or something? 

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For an Uber Sphere for the Monk, I'd like to recommend a sphere that converts the Serenity Aura into a pure Ensnare Aura. I've seen the "slowed enemies in Serenity Auras" stat on some items, but I feel the percentage is too small to be put to practical use. My suggestion is not to get rid of this on items, but to improve it with an optional Uber Sphere, & really give this concept a boost.

We've seen the speed of enemies lowered by between 1-5% so far by items with the unique stat. What I believe would be a good idea would be for this Ensnare Aura- style of Serenity Aura to be either partially stronger than, or comparable to, the effect of oil. I believe this would be an extremely valuable Uber Sphere for a Monk Build, because it would give him more variety to focus on defense rather than simple support.

I've realized that this compromises the effectivity of the abilities of oil, such as in the Huntress' hero ability, and in the sphere regarding Oily Harpoons. I believe that this idea still holds validity because of the fact that not all games will contain people who are able to, or choose to use oil. This makes the idea of slowing enemies just that little bit more accessible to a variety of parties of heroes. If anybody at Trendy sees this, I hope you give this idea some serious consideration. Please, channel your inner Shia LeBouf, Nike, and whoever else says this, and JUST DO IT.

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Aprrentice UBER sphere: Replace Earthshatter Tower with Lighting Tower.

Lighting Tower has chain attack!

Pls bring it back

f-TcSjw7_normal.png

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Medium/Large Huntress (Speedy Flight)- +x% projectile speed. Makes shots fired from bow travel to their targets faster.


Uber Huntress (Arrow Party) - Each projectile fired has an x% chance to ricochet towards a random enemy within a distance from the struck target. The projectiles can have a smaller chance of ricocheting each time (25% > 12.5% > 6.25%) If necessary, can have a negative effect to balance it out.


Uber Huntress (Explosive Arrows) - Arrows explode on contact with enemies or terrain, dealing x% of either hero or ability damage in a small radius. Slower firing speed or slower flight time. (Damage would be divided among all projectiles fired)


Uber Apprentice (Wall-less) - Replaces Arcane Barrier with another ranged offensive tower (hopefully the Tesla Tower from DD I...I miss it so.)


Uber Apprentice (Hypnotic Barrier) - Causes the Arcane Barrier to release a pulse (either when it takes enough damage or with a really slow fire rate) that causes enemies to fight each other for x seconds (duration scales with defense power).


Uber All (Relentless Assault) - All abilities have 100% cooldown reduction, and hero gets -100% mana regeneration. (Maybe 50% increase in ability costs?)


Uber All (Overseer) - Nearby defenses get +x% attack damage and fire rate.


Uber All (Pure Strategy) - All your defenses get +x% boost to damage, range, and fire rate. Your defenses take y% less damage. Your hero can't attack or activate abilities (including pets), passes through enemies, and is untargetable by enemies.


Uber All (No Strategy) - As long there are no defenses built by the player, hero gets +x% to resistance, movement speed, attack rate, attack damage, critical rate, and critical damage.


Uber Squire (Greatsword) - The  Squire's attacks have extended range and +x% damage, but slower attack speed. (if damage boost is enough, make shields unequippable)


Medium/Large All (Double Jump) - Grants the character an aditional jump in the air.


Uber Apprentice (Shock Absorber) - Replaces Arcane Barrier with a Shock Absorber. When a nearby tower takes damage, it prevents half of that damage. Half of that (25% of original damage) is taken by Shock Absorber. 

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Apprentice Ice to Fire Conversion - 

So that we have the Towers putting enemies on Flames with the Laser that the Frozen Tower have.

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Large:

keep trucking: when a hero kills an enemy with a skill, they receive x% of the spent blue mana back.


Uber:

Pain train: When a hero kills an enemy with a skill, the cooldown and power of the next skill is increased. Stackable.

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I'm really all for creative ideas! There are fun ways to modify skills in order to get players to try out new compositions. Now do know that these ideas are in no way balanced.

Apprentice:
I think the apprentice is a fantastic class that needs to add a few aces to its pocket. Looking to synergize it with it's natural potency for ability damage or simply to see him wreck magical havoc in brand new ways, the apprentice would do well to have those in his arsenal.
Eldritch Tripwire: Replacing the arcane barrier is a wider, now trap contraption. Ennemies walking through the trap will be applied a 2 seconds decaying slow and take a small percentage of additional magic damage/negate the current lane resistance for a few seconds.

Fireball Mortar: The fireburst tower gains additional range and sets ennemies on fire. It however loses health, the ability to strike nearby ennemies as well as flat damage, now only burning them as a DoT

Icy Idol: The ice tower loses it's range and becomes a trap similar to the warrior's practice dummy. It can be marked by the apprentice. Anytime it is hit with an ability dealing Magic damage from an ALLIED source, the idol creates a blizzard around it that slow ennemies. Consecutive hits eventualy freeze the ennemies for a 2 second duration. This tower deals no damage.

Boulder Tosser: The earth tower now send a rolling ball of stone down a set path before crumbling at the end of it's range. Ennemies take earth damage and small ennemies (Goblins) are briefly stunned by the boulder.

Huntress:
The huntress has two main specs right now. Trapper and fighter. Why not combine both? Add power and versatility to her traps but require attention for them to be truly powerful. 
Explosive charge: A trap similar to the explosive trap that does not trigger by itself and must be activated by the huntress or its ally by damaging it. The charge deals additional damage, has a wider radius and briefly stuns small monsters.

Steam Geyser: Slows the geysers attack speed to have it deal damage and toss ennemies in a direction set when placing the trap. Ennemies would still be drenched. 

Pincushion Darter: The poison dart tower loses it's poisonous ability. Instead, it tosses painful darts at the ennemies that stack up a slow on them. If the ranger shoots her charged arrow at the monster, they take bonus damage and shake off the slow. 

Anti-Air baloon: The baloon trap now draws flying monster attention. Upon contact, the baloon explodes, dealing fire damage to ennemies both flying and unlucky enough to be under the bait. The trap can still be exploded remotely by the Huntress arrows.

Barrage: Modifies the huntress right click ability. Instead of firing a single, powerful blow, the huntress starts delivering arrows at an inhumane pace, losing her ability to move while she does so. Using this ability consumes mana and counts as the charged shot for the purpose of other skills.


Squire: 
The squire has been a fun character. Often picked for his physical damage arsenal and his natural tankiness. Now, I don't want to see him turn full Kirito and start dual wielding like the others want. I think we can instead play with his defensive abilities.

Warcry: The warrior shouts an ear-piercing warcry that slows down nearby ennemies and empower his own attacks to deal bonus damage based on his current health. (5%?) This replaces taunt.

Training pony: Replacing the training dummy is a wodden horse. Similar to the current dummy mechanics, when attacked, the poney starts bucking around and knocks back ennemies away from the trap. It deals less damage. It takes additional damage from ranged or magic attacks. (The pony has severe allergies.)

Charming barricade: The squire replaced the spikes on his barricade for a shiny mirror. Ennemies approaching the wall are dazed by their own beauty, stunned for a second before attacking the mirror. Monsters can only be stunned once by this manner.(Example, monsters arrive. Stunned when they reach the wall for a brief time then may start attack it without being stunned again.)

Buckler up: The squire has forgotten how to use his shield and is convinced it is now a weapon. He may charge for a brief moment, losing movement speed to release a powerful blow, knocking ennemies away from the squire. The longer he charges, the better his chances or knocking them away.

Punch cannon: The cannon is now loaded with a metal gauntlet. It loses significant range but now deals a large amount of damage at close range, knocking away individual monsters. 


Monk: 

I'll be honest. I haven't played the monk. You guys are on your own with this one.


On another subject, wouldn't a bard be really fun? Disabling monsters with it's music, damaging with loud speakers and having a trap that is a scene, on which his abilities are empowered? Sliding this here, Enjoy!

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I thinks heroic wave isn't really usefull because it use a lot of mana and need another hero close to him so i try to find another effect to this abillity:

Monk:

(large or uber) Ying Yang: Serenity aura do 50% of heal and 50% of damage on ennemy

(uber) Not gonna die: Heroic wave give invulnerability for 3 seconds instead of his normal effect. (of course it give invulnerability in the same zone of the original Heroic wave)

(maybe 5 seconds is better, need test to not make it too strong)

(uber) A touch of madness: Heroic wave make all ennemy in is range mad and they attack each other ( instead of his normal effect)

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Nuke - Squire sphere that replaces the ground smash with a Nuke smash.  The Nuke smash will do a max of 2million hp damage to all monsters currently on the map at a cost of 250 ability mana and all but 1HP from Squire.

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Change the Squire Uber that affects the canon by making more of a bowling lane affect like in DD1.  It is a way better option than the current one.

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@^Captain_Tibbles^ quote:

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.      

Rather than just 2 swords, he should be able to dual wield shields as well (in the case of a waller).

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